Great video dude. One rule i stole from Dungeon World and brought to D&D is Partial Success in combat. Basically, if a player misses the AC by no more than 5 points, they may still choose to hit but something bad happens or the enemy gains a free action. If they miss by more than 5, they can still hit but the enemy or hazard gains advantage over them. I think it definitely speeds up my game with players dealing damage more, albeit with more consequences. I see it as sorta like the D&D en passant.
I played in a pretty fun Dungeon World campaign and EVERYONE had a hard time understanding how to use bonds. You use the bonds when helping or hindering the other player, but you also get experience when the bonds "don't apply anymore" so does that mean we should be trying to break bonds? The DM giving out the bonds actually makes them less trouble.... most of the issue came from not knowing what bonds we should choose for our character. Alignment "mini-quests" were easy and awesome though!
Man, I wonder how you could make a game around a settlement needing food or water... Hmmm... I really want to see what that sword does next time BTW! Good thing that curse only affects WEAK WILLED champions... Had me worried for a moment... WE WIN THESE!
What would you use for incentives outside of XP for games that want to keep everyone the same level? Hard to say "you guys learned to love again, here's a +1 dagger." I'll use metacurrencies like inspiration or hero points, but I wanna know what else you use!
I think inspiration works really well for a situation like that! And I use inspiration to let the players either reroll OR have some impact on the game world. For example, in my campaign last year, I let a player use his inspiration to create an NPC contact in a town they were approaching that could help with their quest. If you don't wanna give buffs/boons THAT OP, then you could have each bond fill up a "meter" that leads to either the aforementioned boon, or a magic item.
Reputation with NPCs... Trust can go a long way and their characters don't exist within a vacuum... Other interested parties are paying attention to how they handle issues and may mention the conflict they overcame and so then let them in on some lucrative deal they may need a sensitive touch for... or a relative may reward them with an inheritance they were holding back until they could learn to put their issues aside, etc.
@@tabletopbro Ok so my next post got ate. Not sure what is causing it. I wonder if it was the reddit post I linked? So I will repost without the reddit link and just tell you to go check out the DW reddit and look for the post about loyalties. Its pretty neat. Thanks for making more content and I really enjoyed your appearance on The Rules Lawyer. I hope we get some vidoes on that game. I don't normally just go and join discords but boy was I tempted to just go and join for a chance to sit in on that game. SUPER TEMPTING. You are killing me with the quick flashes. Timing them to past at just the right spot is difficult. I gave up on that second one =) It was hard giving up creative control to the players. You are very right about that. I love world building and I built about 10 different game worlds. Once you get comfortable with everyone making up stuff it's so much better. I had everyone give me a rumor about a neary city in the game I just started and then I am going to add my own rumor to it. Made for much more interesting cities. As usual thanks for making content for us and I looking forward to more.
No time pressure or anything but we're actually gonna play the first session in two hours 👀 Thanks for watching my content and always leaving the comments you do! I always look forward to reading them and they definitely help push me to make more videos. Glad you enjoyed our collab! I actually edited that video which is one of the reasons it took me a minute to release this one. You should still totally join that server, there's a lot of cool people there and -- even though it's a Pathfinder server -- I'm carving out my Dungeon World corner! It took me being a player who was given creative control for me to give up creative control to the players. But like you said, it makes for not only more interesting cities, but more interesting adventures. And like I said in the video, players get WAY more invested when their own creations are in play. It's probably the best thing a new GM can do to encourage engagement. Oh and I'm definitely stealing your rumor tip for this upcoming game! As usual, thank for watching my content and I look forward to making more for ya!
@@tabletopbro I guess I grew up in a time where we would play many diffrent rpg's everything from fantasy to modern to post apocalypse to far furure rpg's . I still have about 90% of all the dog I've bought and played as kid back in the late 70s and 80s including all my origional d&d books and my AD&D books and everything that when with them including dice that are over 40 years old lol