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Characters Mange Dirt-Eater, halfling druid of the Prismatic Valley Fillion Don Dillion, gentleman thief Conlay of Clacton, a literal murder hobo (and Immolator) Balentine Krupin, servant of Melchior Fiona the Volatile, bloodthirsty warrior The Approach “What do we know about liches?” - START HERE (16:32) The Corvideros - IMAGE (18:43) There are a lot of interesting things going on in this combat. Things to pay attention to: polling the group in the beginning of the fight; how I call for the ‘setup moves,’ like Burning Brand and Druid’s transformation, to be rolled ahead of time; and how I used a Golden Opportunity on Fillion Don Dillion when he stabs with a rapier, but how I give Fiona her Hack n Slash when she describes smashing off the head. A very interesting Flags discussion (31:02) The Abandoned Cathedral - IMAGE (33:41) Whenever a party arrives somewhere, I often give players an overview of everything their characters would see by simply walking around the premises for a little bit. It saves time and it makes sense in the fiction. If this was an OSR game, this little cursory examination of the premises would have taken an hour of game time. In Dungeon World, we summarize. A conversation with the dead (35:05) The skull rolling out of Balentine’s hand is associated with a Grim Portent related to the Bone Cleric. Phoenix owl transformation (38:44) The matter of the door (40:29) This is a really fun extended scene. The characters’ personalities come out nicely. BREAK (50:13 - 54:12) Not so fast! (54:12) The killing miasma rune (54:58) This is a really tense moment. Notice how I have each person give me their roll before I tell them the results. It helps keep the pace and tension going. Cathedral - Main Sept My Hideous Map & Inside the Cathedral - IMAGES (1:01:52) Again, notice how much I summarize what the characters would be able to see at a glance by just walking around the interior for a bit. Initial moves in the dungeon (1:04:00) Melchior (1:10:06) Wait, WHAT? The Prismatic Valley walnut is HERE? (01:11:53) Conlay & Fillion go to the garden (01:12:56) Notice what I did here. I used some of the options available to me from previous rolls to separate some characters and then push a Grim Portent. I essentially combined Fiona’s failed roll with Balentine’s ‘draw unwanted attention’ to set up the next scene. The Bone Knight - IMAGE (01:14:58) One of my favorite RP tricks for playing masked characters is to cover my mouth when I talk. It’s a small thing, but I think it’s effective. An intimate moment in the garden (1:23:05) A bloodthirsty outcome (01:27:12) Some backstory: Fiona had a condition called ‘Bloodthirsty’ from a previous adventure. We didn’t explain it much in this AP, but basically I have a certain number of hold on her and I can spend it to offer her an XP for doing something particularly gruesome. Purple putrescence (01:31:29) The First Oak (01:34:18) This was really fun, visually, and also because the item Mange uses is something that came into the Company’s possession dozens of sessions ago. This was how I envisioned the shared inventory of the Company of the Three Kings to work, in fact: each adventure is echoed in subsequent adventures, and all these characters are part of a larger continuity. Just before the break - IMAGES (01:38:29) A fun BREAK (01:40:29 - 01:47:46) The nerve wraiths, plus some vintage Dungeon World GM fuckery (01:47:46) The nerve wraiths are a great addition to the dungeon from a GM’ing perspective, because they allow me to push the party where I need them to be for the next part of the adventure. Importantly, I made sure to telegraph their presence early in the session, so it wouldn’t seem cheap when I used them for their intended purpose later. Notice, though, that even while I’m using the nerve wraiths to prod the party in a certain direction, I simultaneously tempt them to stay put by mentioning the item on the balcony (an item that may well be Mange’s magic walnut). This is some fine GM fuckery right here. Cathedral - Subterranean Portion Going down below & another hideous map - IMAGE (01:53:54) ‘Speaking’ with the Bone Knight, and buffing the party for the final sequence (01:56:29) When we get to the part where Balentine does the healing, I allow the player’s roll to stand for ALL the healing that needs to get done. Since it’s not a super-important story detail, I’m not interested in having the player roll over and over again for the spell. This thinking comes from ‘Let it Ride’ from Burning Wheel. It’s a house rule for DW, but it speeds the story up. Trap expert & bone corridor - IMAGE (2:07:42) The Bone Cleric’s personal quarters (02:14:11) The Walnut of the Prismatic Valley and the Bone Cleric’s phylactery (02:15:47) This is a single, extended scene that moves in and out of various points in the subterranean level. There is a lot of great stuff going on here, and it’s the crux of this whole second half of the session. Very enjoyable. Another fun BREAK (02:36:20 - 02:40:25) Plan B (02:40:25) This single scene is an example of why DW is such a cool game. It was a great collaborative effort between players and GM to make cool, unexpected things happen in the fiction. Showdown with the Bone Cleric - IMAGE (02:46:43) The last Castafiel (02:54:58) Conclusion Summarizing the rest of the dungeon (03:00:15) Character epilogues and adventure thoughts (03:01:26) End of Session move (3:10:52)
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Player Characters
Fillion Don Dillion, gentleman thief Mange Dirt-Eater, halfling druid of the Prismatic Valley Balentine Krupin, servant of Melchior Conlay of Clacton, a literal murder hobo Introductory Matter Character Introductions - START HERE (01:31) Context/backstory (04:26) Setup the session (05:31) City of Canalata - IMAGE (06:34) How we will proceed (07:39) Opening Scenes Masked assailants - IMAGES (08:07) Note: my technique here is really important to how I run a combat. I always go around the table once to poll what everyone is doing, and then resolve things in an order that makes sense. It allows you to better pace the scene, and gives everyone a good sense of what is happening on screen as they make their move. Lugana Castafiel - IMAGE (22:09) Opening questions (26:38) Note: this is my earliest and best opportunity to allow the players to shape the story to come. The answers to these questions are super-important. BREAK (29:01 - 34:11) In the City Answering the opening questions (34:11) Masks & visions (39:52) Fillion’s connections; eyes in the dark (46:00) Note: I use Fillion’s 6- roll to push a Grim Portent (originally Grindleback the Goblin, but later I made this Lugana watching the party from a distance). A sacrifice to Melchior (49:49) Reshaping a mask (52:35) The blessings of Reekeesik (55:51) Note: This is a really sharp, imaginative use of Discern Realities. Gathering Information Filthy little bird (57:44) “This is why they call me My Lord” (1:01:36) BREAK and Flags discussion (1:03:43 - 1:07:43) The Svelte Elk Black Tankard? Dark Tankard? (1:07:43) Someone creeping about (1:10:29) Conlay makes his move (1:16:20) Note: I really love this bit, particularly the discussion about the magic dagger. It’s a nice example of how the GM can, and should, give the players lots of control over the fiction. Mange’s misunderstood intentions (1:20:01) “Dedicate her to Melchior, fast!” (1:22:08) Conlay explains himself (1:24:57) Melchior solves all problems (1:28:07) The Company of the Three Kings will take anyone, won’t they?(1:29:33) Loot the body! (1:31:24) “If there is no body, there is no murder” (1:34:05) Note: This whole scene in the Svelte Elk is a little more drawn out than I would normally allow, but I really enjoyed watching these new characters feel each other out. It had a Reservoir Dogs vibe I enjoyed. The Deep Tankard Morning cups (1:40:54) Maggot-y Guidance goodness (1:43:28) Note: if you can, always go harder than what the player suggests. They'll love you for it. Fillon’s Parley with the innkeeper (1:49:46) The Black Nest Describing the Black Nest (1:51:53) Note: Going around the table and asking for sensory details from the players is my favorite technique to foster engagement and ownership. BREAK (1:56:20 - 2:00:12) Whispering rats (2:00:12) Mhaug’s Hogs (2:02:21) Note: this is my favorite scene from the whole session. It was super-fun to role play, and the players are really hitting their groove here. Melchior explained (2:15:07) Vhondryl the Alchemist (2:17:05) Note: please see session notes for potion list. Also, this segment goes on for a bit. You aren’t missing much by skipping through some of it. Session End The approach to Lake Belgoro - IMAGE (2:35:10) End of Session XP (2:38:47) Note: the players were still clearly figuring out Flags by the end of the session. They made much more effective use of them in Part Two.
What Happened Here Recently?
Lugana’s Gambit (00:22) What Should I Be On the Lookout For? The One Page Dungeon contest (05:41) What Here is Not What It Appears to Be? Using various fiction sources to inspire your NPCs (08:55) What Here is Useful or Valuable to Me? Jeremy Strandberg’s Light Fingers custom move (14:50) What is About to Happen? Our comic strip AP featuring Domenico Castafiel (18:36) Fast friends (19:40) The infernal infestation (20:11) A betrayal (21:16) Say hello to your little friend (22:33) Links One Page Dungeon Contest https://www.onepagedungeon.info/2016/
Light Fingers
There are more people in these streets than you thought could exist in all the wide world, a constant shifting churn of faces (dour, haughty, carefree, downcast, predatory) and costumes (splendid, stylish, workaday, ragged, filthy). How can you possibly take it all in? When you stand idly in the bustling streets of the city, roll +WIS: on a 10+, you see the pickpocket coming or catch them in the act; on a 7-9, they got away with only trifles: 1d4 rations, a use of adventuring gear, 3d6 coin, etc.; on a 6-, you'll miss whatever is gone.
What Happened Here Recently?
A disastrous session (00:21) What Should I Be On the Lookout For? The Final Girl (04:41) What Here is Not What It Appears to Be? How to successfully incorporate Flags into your game (09:49) What Here is Useful or Valuable to Me? The Starlit Meadow (14:05) What is About to Happen? Our comic strip AP featuring the adventures of Domenico Castafiel (21:08) Whispers in the dark (22:04) An unexpected encounter (24:34) A real charmer (27:02) Links The Final Girl http://www.drivethrurpg.com/product/182628/The-Final-Girl The Veil Kickstarter https://www.kickstarter.com/projects/samjokopublishing/the-veil-cyberpunk-rpg
The Starlit Meadow
When your adventuring heart compels your boots to the earth in order to explore, discover or catch a glimpse of the unexplained, imagined and concealed - you find yourself in the Starlit Meadow. Time has no meaning here, the skies and stars and the sun traverse their normal trajectory in fits and starts. They flash across the sky with unnatural speed only to hold for moments, before resuming onward seemingly unfazed. The Dew of morning is there on your finger tips and gone in a moment, replenishing itself and then evaporating off yourself and the surroundings in the space of mere heartbeats. Every man and woman holds in their soul, the child of what they once were. As you venture forth - it transforms into the meadow you played in, dreamed of, or imagined when you were young and the urge to find more with reckless abandon careened through your veins with the potential only children know. When you tell the MC what the meadow appears like to you, a peculiar star hands in the sky and you know, nay, feel - that you must offer something of yourself to it lest this place disappear from your eyes entirely. When you offer 1 of the following, take +1 forward to the following roll for each offering: You offer it the truth or the why as yet unspoken of your pursuit of knowledge, riches or glory - as you currently see it. Tell the MC what it is. You offer a cherished possession, all the while knowing it may or may not be returned to you. You offer it your most protected and buried memory, tell the MC what it is and why it was protected or buried. Using your +1 forward, roll. On a hit a voice fills your mind - tell the MC what it sounds like. On a 10+, the star lingers longer and the voice gives good detail as to a location where you will find a treasure of something you seek, which is related to the offering(s) you've given. On a 7-9, the star shudders in the sky, trying to remain but appears unable, it begins to traverse it's original path. Before it's gone, though - The voice is broken and shudders in your mind and you hear only a vague impression as to a treasure of something you seek in relation to the offering(s) you've given. When the star is gone you find yourself in a normal place. The innocence and exuberance of this place feels gone now. Something unknown weeps, and it begins to rain.
What Happened Here Recently?
Wrapping-up Carcosa sessions (00:23) What Should I Be On the Lookout For? World of Dungeons (06:37) What Here is Not What it Appears to Be? A discussion about our ‘core’ playbooks (11:07) What Here is Useful or Valuable to Me? Location-based custom move contest (text for sample custom move is below) (17:42) NOTE: if you wish to submit a move for the contest, you can paste the text into a comment on this page, or put a comment on the corresponding G+ post about this episode. What is About to Happen? Our ‘comic strip’ AP featuring the adventures of Domenico Castafiel (22:00) Iotho’s offer (23:48) To the vault… (26:54)
The Shrine of Dugmaren Brightmantle
Description: The door to the shrine depicts the dwarven god of discovery and invention, Dugmaren Brightmantle, holding a glowing gear in his hand. Inside the room are a few prayer plinths arranged in a semi-circle before an altar, atop which is a complex tower of gears, cogs, and pulleys known as a Holy Machine of the Brightmantle. A single brass lever is in a place of importance, at the top of the altar steps, just in front of the Machine. Custom Move: If you say a prayer to the Brightmantle and then pull the lever, roll +CHA. On a 10+, the Brightmantle grants you a major boon for an upcoming adventure. On a 7-9, he grants you a minor boon for an upcoming adventure. On a miss, the Brightmantle finds you wanting, and a piece of your equipment may fail you at a critical moment during an upcoming adventure.
What Happened Here Recently?
The labyrinth custom move in action (00:21) What Should I Be On the Lookout For? The Teratic Tome by Rafael Chandler (04:45) http://www.lulu.com/shop/rafael-chandler/teratic-tome/hardcover/product-20695443.html What Here is Not What It Appears to Be? The 7-9 result on Last Breath (09:06) What Here is Useful or Valuable to Me? Spider Thrall compendium class (14:20) See below for text. What is About to Happen? Our comic strip ‘AP’ featuring the adventures of Domenico Castafiel (18:30) Voices in the dark (20:16) Cottonmouth (21:21) The vessel must be opened (23:11) The door & the key (24:27)
Spider Thrall
When you have taken an action pleasing to the spider goddess, Malgoliant, you may take the following move when you level up: Student of the Many-Eyed Mistress For seven nights in a row, your dreams are filled with visions of the secret history of the spiders, from The Beginning of All Things, down through the Age of Legend and the Age of Occlusion, and into the Present Age. The GM will describe these things for you. On the eighth night, you will stand before Malgoliant herself, and she will ask you what spiders desire most. When you give your answer to Malgoliant, mark 1 XP and roll +INT. You may no longer use this move. *On a 10+, the following counts as an advanced move for you: Children of Malgoliant Malgoliant will visit your dreams and show you the location of a great spider egg. Once you’ve retrieved it, the egg will hatch after a day or two, and a baby great spider the size of a small dog will accompany you. Whenever you kill something (be it an animal, a monster, or a person), you can let the baby spider feed on the body. Once the spider has consumed 25 HP worth of creatures, it reaches adolescence and is the size of a goat. The spider can then fight alongside you. When fighting humanoids or monsters, the spider adds +1D4 to your damage. Once the spider has consumed 50 HP worth of creatures, it is large enough to fend for itself. It will go off to find a cavern or abandoned structure to make its lair. Mark 1 XP. Malgoliant will then show you the location of another great spider egg. *On a 7-9, the following counts as an advanced move for you: Blessed of the Eight-Legged She You have eight long, black spider legs growing out of your back. The legs can be tucked under a large shirt or cloak. These legs allow you to climb on any surface, ceiling, or overhang. The forelegs are barbed and can be used as weapons. Spider Forelegs (close, reach, messy, +1D8 damage) *On a 6-, you are deemed unworthy to be a true Spider Thrall, but you may select the following as a class move: Oh the Webs We Weave . . . When you devise a plan to ensnare a target, roll +INT. *On a 10+, ask two from the list. *On a 7-9, ask one. Take +1 ongoing when acting on the answers.
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LinksiTunes: https://itunes.apple.com/us/podcast/discern-realities/id1066446775
RSS: http://discernrealities.libsyn.com/rss ProductionDiscern Realities is hosted by Jason Cordova & David LaFreniere. The producer is Paul Edson. Archives
May 2019
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