Thinking more about Dungeon World

As I mentioned earlier this week, Dungeon World was a big hit with the after-school club kids and I’m now preparing to put together a campaign for a group of them. However, while the Basic Game comes with a couple of very good scenarios, the little kid in me really is itching to adapt one of the classic AD&D modules in my collection. In particular I’d really like to see if DW manages to capture the feel of the game I grew up playing without all the rules wonkiness and minutiae that I no longer enjoy. The conversion itself shouldn’t be too time consuming or difficult given the simplicity of what is needed for DW – monsters consist of 3 “stats” and a few descriptive custom moves, and mostly you just need a map, a situation or two, and some NPCs, all of which those old adventures have in spades.

The real question is which adventure though and that’s not something trivial to decide. My first impulse is to go with The Village of Hommlet. It seems ideal for DW because it’s so open-ended, has a few of evocative locations and situations (e.g., the moathouse, the temple’s spy ring, the missing priest, etc.) , and a whole host of interesting NPCs. On the down side, I’ve run the adventure a bunch of times and would like to try something new. So here are the others I’m considering:

  • U1: The Sinister Secret of Saltmarsh - great locations, great situation, lots of potential to build off the events, or even just follow up with the other adventures in the series.
  • L2: The Assassin’s Knot – this one is a bit of a mystery, which is risque in terms of player buy-in & effort, but it has a lot of potential, especially to bring in more social situations and conflict.
  • UK2: The Sentinel – I’ve always been fond of this adventure along with its sequel (UK 3: The Gauntlet) and I think it would be a good choice for a “semi-epic” kind of short campaign. Tempting…
  • B4: The Lost Cityvery open-ended (more of a big location/sandbox) with lots of interesting stuff to interact with including the yaun-ti which I love.

Any others that I should consider?

Pangone: The setting for our Apocalypse World Campaign

Warning: This text contains some profanity since it’s supposed to capture the flavor of both the setting of our game and the tone of Apocalypse World itself. If you’re sensitive about profanity, stop reading here.

This is the “intro” text to our new Apocalypse World campaign, which sums up what we came up during Session #1′s setting creation process. Session reports will follow but it’s helpful to understand what we decided about the basis for our apocalypse, which revolves around an environmental one. The “cell phone pulse” stuff is something I added later (unabashedly borrowed from Stephen King’s story “Cell”) to make more sense out of the decision that people avoid the cities. I also wanted some sort of hostile threat out there aside from other survivors in order to add a bit more of a horror element to the game at times.

My granddad says it all started with that damn experiment at CERN – somethin’ to do with new tree nose travelin’ faster than light or some shit like that. I can’t say how long ago it was seein’ as clocks don’t work like they used to. My granddad once told me it was 50 years ago, but like I said, that don’t mean much now, plus he’s not always right in the head.

Where was I? Oh yeah, CERN. Fuckin’ CERN. I guess they never figured that messin’ with nature like that was goin’ to lead to the end or they wouldn’t have done it I suppose. Anyway, whatever they were doin’, somethin’ went wrong that ended in a big flash but that wasn’t the real problem. The real problem was those damn newtreenos did somethin’ to the Earth, slowed its spinnin’ down, like a brake on a wheel, all of a sudden. The days got longer, temperatures got hotter pretty fast, and the oceans started sloshin’ around, drainin’ back to the poles. Who would have thought that was possible? The Dutch went first. Sparks said he read that nearly the entire population of Holland drown in the first hour. Ten or twenty million maybe. Shit. The rest of the Europeans didn’t fare much better. Supposedly it’s all under water now. Russia too. Siberia was nothin’ but lowland, you know. And Canada. There ain’t no more point singin’ “Oh Canada” ‘cuz it’s all under water. Michigan is now prime beach front real estate. I shit you not. So is Idaho. All gone. Tori says she came from the east coast and New York City ain’t nothin’ but the tops of skyscrapers.

Course there’s more land in places. In fact we got one big land goin’ all the way around. People call it Pangone. I think that’s supposed to be ironic or somethin’.

The landscape now is different: Most of the vegetation is gone. I saw my last tree when I was 10 – we chopped that fucker down and used it to help keep us warm. I wish I could find another. Same goes for the plants. There ain’t a lot out there – some scrub grass, some lichen, a few cactii. Sometimes you see flowers when it rains. ‘course it doesn’t rain but maybe once every couple months. At least not here. I’ve heard there are places where it rains all day, every day. But not here. We mainly get by eatin’ lizards, scavenged food (canned foods are worth more than gold nowadays), and whatever animals we can hunt. Which ain’t a lot. Oh and potatoes. They seem to grow good. Sometimes. 

Course, those that died were maybe the lucky ones. See that CERN thin’ sent out some wacky pulse that fried the brains of other people. Anybody on a cell phone supposedly got fried. Left him hollowed out, but mean. Real mean. They got the basic instincts: eat, shit, fuck, but not much else other than attack anythin’ they can get their hands on. For some reason they leave each other alone though, unless they’re hungry. Hungry ones are just plain scary. Most of the folks that got fried were in the cities so nowadays you stay way from those places. Unless you’re desperate. Like most of us. 

Given all that you’d think mankind would get their shit together and help each other out. You’d think that but you’d be wrong. Instead it’s pretty much every man for himself. Sure some of us band together, that’s natural and smart. There’s a lot of petty warlords out there, and cannibals, and raiders, and religious freaks. They’re all predators, or prey, dependin’ on how desperate you are. Don’t let anyone kid you, we’re all desperate.

Life is hard.

Our game is set in Michigan, north of Detroit, not far from what is now the northern sea’s coast. The landscape is largely desert thanks to the lack of rain and the ~24 hours of daily (days are 36+ hours long now) sunlight the area gets.

 

Trying out Dungeon World with the students

This afternoon I ran a session of Dungeon World for the after-school club kids and it went over really well – so well, that I have at least nine students eager to play next week which means I will need to see if I can get one of the 12th graders to GM a second group.

For today’s session, which was run simply as a demo for the group to watch, I had a human fighter, human paladin, elf wizard, and halfling thief. I ran a section of the Blood Stone Idol adventure that’s included in the Basic set PDF, starting the group at the entrance of the dungeon and letting them explore the first few areas. I was surprised at how quickly the students picked up the rules and how well they engaged with the narrative elements of the game. What was most interesting to me was how much they enjoyed exploring the typical D&D tropes and story elements in an entirely new way. The session ended with the paladin being smashed flat by a marauding ogre, followed by the halfling thief running up the ogre’s leg, burying his dagger in to its throat, and then riding the dagger down the length of its neck like a pirate sliding down a sail. The group broke in to a cheer and we wrapped up the demo.

I also found the game a lot of fun to run. My favorite part was the list of GM moves which essentially dictate how I could react to failures. I loved the fact that the story’s twists and developments grew organically out of the characters’ “failures” rather than my rolls and how my main job was simply to react and spring board based on the players’ decisions.

All in all it was a great session and the result is we’ll be playing a lot more Dungeon World over the next few months.

Back to school, back to gaming

School’s back in session and the first meeting of the after-school gaming club has come and gone. Like past years, I spent the first meeting explaining my plans for the year, seeing which of the seniors might be interested in GMing, and pitching game ideas to the veteran players. This year I was quite stunned to discover all of the RPG players – we have a small group of Warmachine players this year as well – want to play the indie RPGs I introduced last year. This includes the group that last year who were dedicated to playing 4E D&D – apparently they’re looking for a change too.

Of the various games I pitched the ones that got the most enthusiastic responses were:

  • Fiasco
  • Mouse Guard
  • Trail of Cthulhu
  • InSpectres
  • Do: Pilgrims of the Flying Temple
  • Big Eyes, Small Mouths
Two of this year’s seniors have offered to GM – one has Mouse Guard in hand, while I’m going to pass along InSpectres to the other. Next week, time permitting, I’ll start teaching the groups as a whole how to “play” Fiasco so that they can start running the game without my facilitation as well.
Next week we will also see how many new players show up – the official first meeting for everyone is always the second meeting of the year since it’s the one I openly advertise. This lets me get my “ducks in a row” so to speak and have some games ready to play for the next players. I’ve changed the style of posters I use to advertise the club, with the hope of attracting a few more younger players (grades 6-8) since for the past few years we’ve largely attracted only high school students which means the membership turnover every couple of years is fairly high. We’ll have to see if the new posters are effective.

I’ve moved

You probably won’t have noticed but my blog has now moved over to free hosting on WordPress.com. Hopefully I’ll have the RSS feeds and everything else worked out within just a few days but otherwise everything seems to be working fine.

My oldest son has begun making his own RPG

He and his friend were busy today designing their own RPG – it involves defeating the denizens of 15 evil temples. They’ve been borrowing ideas from the original Red Box D&D set, and taking inspiration from the 4th edition D&D Monster Manual, but the game appears to be a pretty original design. It’s fun to watch them working out both the story and the rules. Perhaps the most interesting observation I’ve made is that they’re more concerned with how the map looks (they’re using one of my Paizo flip maps to draw it) and the appearance of the character sheet than anything else. My son is hard at work creating a character sheet on the PC while his friend is drawing the map.

All of this leads me to wonder if it’s time to try and organize a formal “RPG session” with them with me running some sort of scenario for them. While this might seem like a “no brainer” I’m cautious because they’re both very involved in their own creative process with their project and adding an adult to the whole operation, and especially someone else’s ruleset, may stifle that creativity. So for now I watch and contemplate the future.

Review – Trail of Cthulhu

Lately I’ve been reading and reviewing a number of supplements and adventures for the Trail of Cthulhu RPG, and it finally dawned on me that I have never gotten around to writing a review of the actual game. So rather than continuing to put the metaphorical cart before the horse, I’ve sat down and written a full review of Trail of Cthulhu (ToC).

Trail of Cthulhu is a game written by Kenneth Hite, and published by Pelgrane Press. It uses Robin D. Laws’ GUMSHOE system for its underlying engine (i.e., the mechanics the game is built upon), which had previously been used in Pelgrane Press’s Fear Itself and The Esoterrorists RPGs. The GUMSHOE system is specifically designed to create stories focusing on investigative mysteries and thus is perfectly suited for exploring the setting based upon the writings of H.P. Lovecraft (HPL) and his emulators. ToC retails for $39.95 for the hard cover version and $19.95 for the PDF version. I am reviewing the hard cover book.

Just in case you’re not familiar with the Cthulhu Mythos…

The Cthulhu Mythos milieu focuses on mankind’s interactions – whether they be ordinary citizens, dark sorcerers, or insane cultists – with primordial alien races, dark gods, and other ancient beings that we were not meant to know. As such it’s generally a very dark and grim setting, where insanity, death, or worse await those who delve too far into the details of the Mythos. The basic idea both in HPL’s writings and in the game itself is ignorance is bliss and knowing too much can shatter a person’s mind. As such, the setting is one where PCs’ lives can be very short indeed, especially if one sticks to the tone established in the majority of Lovecraft’s stories (Robert Howard’s stories tend to have more of a pulp-tone, in which investigators fight the horrors using weapons).

A bit of nomenclature: Keeping true to its Call of Cthulhu roots, player characters (PCs) are known as Investigators in the game and the Gamemaster (GM) is known as “The Keeper.” I’ll be using these terms extensively in the review below.

Like most of my reviews, I will start with how the publisher describes the product:

Trail of Cthulhu is an award-winning standalone GUMSHOE system game under license to Chaosium, set in the 1930s, now in its third print run, and produced in five languages. It supports both Pulp (for Indiana Jones, Robert E. Howard, thrilling locations sorts of games) and Purist styles of play (for intellectual horror and cosmic dread). HP Lovecraft’s work combined both, sometimes in the same story.

It includes a new take on the creatures, cults and gods of the Lovecraft’s literature, and addresses their use in gaming. It adds new player backgrounds, and bulk out the GUMSHOE system to give intensive support for sanity, incorporating into the rule set the PCs desire to explore at the risk of going mad.

Trail of Cthulhu won two Ennie awards for Best Rules and Best Writing, as well as receiving an honourable mention for Product of the Year.

The Physical Product

This book is beautiful looking, with a tight binding and an attractive, very evocative, color cover. Its 248 pages are printed on high quality paper with a gray-scale interior, although page headers, dividers, frames, and markers are done is a brassy-brown tone which adds a nice antique effect that fits the material well.

The book’s layout is done in a narrow, three-column form which looks attractive but tends to make the pages feel really dense. It also creates some rather cramped lines at times, something that’s exacerbated by a few editing/layout gaffs that lead to spots where words have no real space between them (this is particularly problematic with the italics) or where bullet points aren’t indented causing them to blend into the text above and below the list. This is evident particularly in the tables and sidebars. Similarly, while the book’s editing is good, it could have used another couple passes of a careful proofreader since there are missing words and other typos still evident. All of these criticisms are minor points though since they are hardly common nor problematic, and taken as a whole, the book is very well edited and laid out.

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