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<blockquote data-quote="CubicsRube" data-source="post: 7911312" data-attributes="member: 6848185"><p>I'm coming in pretty late but I ran a DW session up to level 10 over 2 years.</p><p></p><p>It was a big learning curve and I experience what youre talling about in combat acutely. But there are some big shifts in approach vs d&d and the like, much of which was mentioned above.</p><p></p><p>In practice there were spme thinga that are in the book, but not at all obvious.</p><p></p><p>1) players have to qualify for a move, and YOU get to decide what move they make. This is important, because sometimes a charavter simple cant hack and slash a creature. Big dragon? Might need to climb it first. Charging an ogre with archers left and right? Might have to deal with those arrows first. Fight with a death knight with enchanted armor? Maybe they're invulnerable until you find a way to deactivate the armor. Make it clear to the players they can't just make a roll, but have to describe what theyre trying to do. Having multiple rolls to get to roll hack and slash etc also is a way of ramping up the difficulty somewhat.</p><p></p><p>2) Modifying and creating new creatures is absolutely in the book. Maybe you've got a crocodile, but it can breathe fire. If nothing else this makes creatures an unpredictable and interesting discovery.</p><p></p><p>3) think about hard moves for some locations and monsters you're thinking of using ahead of time. Straight damage is boring. Instead make creatures that can blind the characters, rip their arms off, give them hideous scars across their face, burn them, etc. This in my experience makes players far more afraid as it threatens the concept of their character. That bard might not worry about the goblins if he can recover his hitpoints, but if they mess up his face it might be another story!</p><p></p><p>4) absolutely communicate this to the players because they need to be onboard with it or DW doesn't work. Tell them not every orc will have the same abilities, thelat they're character can be maimed, or poisoned to death (even while they still have hp) burned so hideously they'll be shunned ny society.</p><p></p><p>I only had one death in my campaign, but plenty of scares and close calls. Someone blew out the bottom of an island floating in the sky and managed to jump to safety before they fell to their doom. There were magmin that shot vaporising rays from their hands that luckily no one got hit with. There were vine creatures that burrowed into your brain and made you a thrall and a crocodillian that held a barbarian in its mouth unable to do anything except luckily end it by digging his hand in its eye and ripping it out.</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 7911312, member: 6848185"] I'm coming in pretty late but I ran a DW session up to level 10 over 2 years. It was a big learning curve and I experience what youre talling about in combat acutely. But there are some big shifts in approach vs d&d and the like, much of which was mentioned above. In practice there were spme thinga that are in the book, but not at all obvious. 1) players have to qualify for a move, and YOU get to decide what move they make. This is important, because sometimes a charavter simple cant hack and slash a creature. Big dragon? Might need to climb it first. Charging an ogre with archers left and right? Might have to deal with those arrows first. Fight with a death knight with enchanted armor? Maybe they're invulnerable until you find a way to deactivate the armor. Make it clear to the players they can't just make a roll, but have to describe what theyre trying to do. Having multiple rolls to get to roll hack and slash etc also is a way of ramping up the difficulty somewhat. 2) Modifying and creating new creatures is absolutely in the book. Maybe you've got a crocodile, but it can breathe fire. If nothing else this makes creatures an unpredictable and interesting discovery. 3) think about hard moves for some locations and monsters you're thinking of using ahead of time. Straight damage is boring. Instead make creatures that can blind the characters, rip their arms off, give them hideous scars across their face, burn them, etc. This in my experience makes players far more afraid as it threatens the concept of their character. That bard might not worry about the goblins if he can recover his hitpoints, but if they mess up his face it might be another story! 4) absolutely communicate this to the players because they need to be onboard with it or DW doesn't work. Tell them not every orc will have the same abilities, thelat they're character can be maimed, or poisoned to death (even while they still have hp) burned so hideously they'll be shunned ny society. I only had one death in my campaign, but plenty of scares and close calls. Someone blew out the bottom of an island floating in the sky and managed to jump to safety before they fell to their doom. There were magmin that shot vaporising rays from their hands that luckily no one got hit with. There were vine creatures that burrowed into your brain and made you a thrall and a crocodillian that held a barbarian in its mouth unable to do anything except luckily end it by digging his hand in its eye and ripping it out. [/QUOTE]
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