[-] jnarical@ttrpg.network 1 points 1 year ago* (last edited 1 year ago)

It's interesting, as most players I know consider bonds mechanics as "least working" in DW. I prefer Homebrew World implementation, where people ask set of questions. For example, questions from "Fighter" playbook:

• Which of you have I sworn to protect?
• Which of you am I most worried about?
• Which of you has my back?
• Which of you has been flirting with me?

So, fighter player asks them one by one, and any other player can answer "it's me" when he likes the question and want to establish that bond. Then they talk a little bit discussing details, and switch to next answer / next player.

[-] jnarical@ttrpg.network 1 points 1 year ago

We have like 15 of them here...

[-] jnarical@ttrpg.network 1 points 1 year ago

What's the point to have "Ideals" next to "Alignment"? Are they mechanically different?

[-] jnarical@ttrpg.network 1 points 1 year ago* (last edited 1 year ago)

Ok, as I've mostly play Dungeon World and hacks recently...

DW: Unlimited Edition: https://drive.google.com/file/d/1pv6kVVJhbJi1vr8hVeWh1NqrDQJKgY1B/view

Homebrew World: https://drive.google.com/file/d/1oLQ6QUT9LgOZuzoB_YqUaCjfPGYEOlud/view

Not the best example cause DW tries to mimic D&D to some extent, using words like "Alignment", "Good", "Lawful" etc but I'll leave it here too, just for comparison...Dungeon World: https://dungeon-world.com/downloads/Dungeon_World_Play_Sheets.pdf

As you can see, this kind of alignment has two parts, (kinda) vague name and very specific description, which tells what character should do to gain XP. But sure you'll gain XP for doing something that fits well with "vague" name.

[-] jnarical@ttrpg.network 1 points 1 year ago

Yes, it's kinda sad. I'd totally love to have my rulebook with all the enhancements from best hacks but alas. As far as I know, creators of DW don't plan to update it

[-] jnarical@ttrpg.network 1 points 1 year ago

Bard fucking your daughter better then demon fucking you kingdom (killing her beforehand)

[-] jnarical@ttrpg.network 1 points 1 year ago

As an adult with particular life circumstances, I don’t have a luxury to play with a same group of people with decent regularity. That’s why HbW is my way to go as a GM. Stonetop needs investment I couldn’t afford… but its well-written and explains core game loops much better than DW rulebook… that’s the result of 10(?) years evolution

[-] jnarical@ttrpg.network 1 points 1 year ago

Yes, that’s picture I saw when I’ve been subscribed. But now it works, suddenly)

[-] jnarical@ttrpg.network 1 points 1 year ago

Homebrew World, a Dungeon World hack by Jeremy Strandberg. It has less D&D legacy in terms of moves, which are more PbtA-style and less of “add this points of damage” or “add +1 to roll”. It’s made for oneshots or brief campaigns, playbooks are interesting and fun to actual use. I’ve run a game recently, took 8 hours and was really a blast!

[-] jnarical@ttrpg.network 1 points 1 year ago

Meta-communities in two flawors:

  • user/UI-based, where the user can create an entry in his preferences, add a bunch of communities there and set which one will be its "facade". The main "con" here that every single user should do a lot of work by himself
  • server-based, where you can create new meta-community, add your own community there, and send invites to all similar communities to join. Every community that joined could(should?) be removed from discovery, but be visible as "nested". Search by its name should lead to meta-community. Ownership of meta-community should belong to its members in term that not a single one could delete it or make any harm. Meta-community exists while there's at least one member in it.

Important part that one to be careful about combining feeds. Small cozy community can just dissolve in valley of posts from much larger one. The thing is controversial, on one hand it's really handy to see all the posts all at once, on the other hand - it can kill smaller communities, as their creators will lose the sense and desire to have them maintained. There are different solutions:

[-] jnarical@ttrpg.network 1 points 1 year ago* (last edited 1 year ago)

Meta-communities in two flawors:

  • user/UI-based, where the user can create an entry in his preferences, add a bunch of communities there and set which one will be its "facade". The main "con" here that every single user should do a lot of work by himself
  • server-based, where you can create new meta-community, add your own community there, and send invites to all similar communities to join. Every community that joined could(should?) be removed from discovery, but be visible as "nested". Search by its name should lead to meta-community. Ownership of such meta-community should belong to its members in term that not a single one could delete it or make any harm. Meta-community exists while there's at least one member in it. Picture of meta-community in discovery could be anything, one can take it from most populated member community, but user could be able to change it in his preferences to any other member.

Important part that one to be careful about combining feeds. Small cozy community can just dissolve in valley of posts from much larger ones. The thing is controversial, on one hand it's really handy to see all the posts all at once, on the other hand - it can kill smaller communities, as their creators will lose the sense and desire to have them maintained. There are different solutions:

  • Make feed combined, but give posts from smaller community higher priority
  • Make user to switch feed manually and let hit set "default" to show when you open meta-community
  • Give user a choice between two

To me, manual changing feeds feels more healthy for a smaller ones.

[-] jnarical@ttrpg.network 1 points 1 year ago* (last edited 1 year ago)

~~Can you share mage playbook?~~ Never mind, I've taken it from cached reddit page)))

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jnarical

joined 1 year ago