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Jon

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  • Hi 2097, I like diagrams so I like your post! Although I can't help but feel it violates the forum's no-jargon rule I just wanted to chime in to second (but provide a major caveat for) this idea when it comes to what I understand that you mean by …
  • Although I haven't played with this aspect of the game yet myself, I highly recommend taking a look at Forbidden Lands. It's just a great sandboxy game overall, and probably decently suited to WM-style play. Consider it added to my "RPG things to ch…
  • I'm musing about some sort of long-term goal involving the players establishing strongholds farther and farther from the original base, and perhaps even a specific in-fiction goal which, when reached, will trigger the end of the campaign. One of the…
  • What did the players use for a map, This, roughly speaking: https://imgur.com/Ds8cPSg It's a page on our Roll20 game made to look like a piece of paper on a table. Players had access to the usual drawing and text tools, plus terrain hex tokens for…
  • Do you think the game style works better in-person rather than online? Well, this is speculation on my part because I've only run West Marches games online (in fact, I do the bulk of my RPG playing online in general, so I'm not the best person to a…
  • I think that a huge part of this kind of play is a disciplined and consistent GM and the trust of the players in them. If the players have sufficient trust, the mechanics don’t HAVE to be very impartial at all. (I think of the Spicy Dice Game, as an…
  • I don't think West Marches has the same goal. In WM, it seems more like bands of adventurers ... largely are non-hostile to one another anyway. For what it's worth Ben certainly thought that players competing with one another was a core part of hi…
  • It's interesting that you think I've answered that first question rather than the second, because from my perspective I've been framing all of my answers in terms of the second question -- probably because that's the question I was trying to answer …
  • Jon, very much appreciated, thank you so much! These posts are from the perspective of "was WM good for DW?"; what's your take on the converse Q, "was DW good for WM?". I'm not quite sure how those two questions are functionally different. Would yo…
  • Sub-section 2.3.a bit extra (sorry): Problems Common to West Marches More Generally West Marches features a particularly interesting system of first-person overland navigation, like what many people are familiar from in D&D but applied to exter…
  • Subsection 2.3: What would I fix going forward? Robin Laws famously said that you can always trust a playtester's feedback about whether they enjoyed a game or not, but that you couldn't trust their ideas for why they didn't enjoy it (and even wors…
  • Subsection 2.1: Did I hit the main goals of West Marches? The cast of players certainly rotated, and the game was definitely episodic, though the European crew never grew large enough to really break out into truly mixed up parties. The new explo…
  • Alright, I've put some thought to the matter of whether the campaign was successful or not and in what ways. Here's a pretty good shot: Do you see the campaign as a success? Would you run something like it again? Would you recommend it to others, o…
  • Could you share an example of a monster write up and combat goals, as an illustration of what you’re talking about there? Well, I've basically shared all of Rusty that matters, so here is what combat with him tended to go like (not based on any part…
  • As an aside I mentioned to another one of the campaign's players that people were interested in campaign war stories from a player perspective, so they said they might drop by over the weekend (if their account is approved by then) if you have any q…
  • Also, are you familiar with other attempts to do this kind of thing? I’m thinking of games like Freebooters on the Frontier (a Dungeon World hack designed specifically for this style of play). I don't think Freebooters actually is designed for this …
  • Monsters that are devious ... Was this a conscious design choice, and what efforts did you make to maintain it? How did you agree to do the same way or reliably? Well, it's not like we sat down one day and went "you know what, we should have all our…
  • if the GM announces every danger, it's hard for the player to mess up. Well, it's harder for them to do worse than they might have by forgetting things or being bad at predicting things, that's for sure. Though in the absence of good ideas they can…
  • Before the start of the game, they had been developing it for, I don't know, a year or two? It was just under a year I'd say, though how much time we devoted within that year is anybody's guess. In retrospect some of it was wasted theorizing, too. T…
  • One thing about this project though… I remember one of my friends asking me about DW and I said "lol you really want us to switch to a game where there's around 40% chance of fumbling on every roll?" 6- rolls happen often One thing to keep in mind i…
  • Still working on the bigger thoughts about major points of failure, but a few bits to keep the conversation going meanwhile: I see! That's quite interesting. Would you sometimes kill PCs before they ran out of hit points? Well, I wouldn't kill anybo…
  • From the other thread: From my point of view the underlying consistency / prep / no-fudge attitude was obvious. Telltale signs included (as Paul would predict) occasional boring sessions where we went out exploring somewhere and didn't find much o…
  • That’s excellent, thank you! (Though I’ve always wondered what the purpose of the “messy” tag is. Does it make a monster more dangerous somehow?) Well, the description in the DW book is: It deals damage in a particularly destructive way, ripping pe…
  • It sounds like you either don't remember or didn't document [all the standards, monster stats, and running away], but they sound really vital and important to making this work. Any chance you have some of it somewhere (in email records, perhaps)? We…
  • Jon, That's a fantastic overview! I appreciate how thorough you're being. I've heard of other people playing PbtA games in this style, but they generally didn't seem to as thoughtful about it as you were, so that's really admirable. Thank you! I ap…
  • Good answers! Did you document all the “under the hood” changes to MC moves, and applying them consistently? How did this work? I assume we documented it, though I don't know where that piece of history went so I'll be relying on my memory here. Be…
  • GM moves and ... playbook Regarding Playbooks: Some playbooks required more re-writing than others. We decided at the outset that since it would be a dark fantasy setting and we would have a lot of players (we aimed for around 16, 8 to 10 of which…
  • Hi Jon! Hi! To start off, had you modified the GM moves and the outcomes of the playbook&basic moves? Yes, somewhat. As a general rule we tried to leave unmodified as many things as possible, because part of a good Robbins-style West Marches is …
  • Ah, cool, I see you've made a thread for it. Looks like around here people change threads a lot for new topics so I'll post my responses in there.
  • I'll ask my friend about it. He might be willing to come register here and start a thread about it. I'd be interested to hear it! @Vivificient, how much do you know about what the GMs did to make DW more strict? That sounds challenging. If you kn…