Feb 3, 2022 10:23 am
Based on a recurring conversation I have been having --here and elsewhere-- I am thinking about running a Dungeon World (DW) game starting at high level (7ish?).
This would be aimed at players who have played DW, but not gotten to experience the higher levels. (GMs are also players, and welcome.)
Players will be expected to post most days.
All my games are LGBT+ friendly, minorities, disabilities, you name it, we take it.
In order to solve two of the problems with high level play, I am thinking about lowering the starting Stats by one point each. This might be explained as being the result of some sort of curse that affects everyone (and could therefore be removed if the players choose to do so).
This solves the two-fold problem where high level characters don't get XP for misses --because they have all the good Stats and lots of options available to avoid rolling other stats (it is reasonable, and fun, for a character to use what they are good at)-- and where the game is 'easy' due to lack of said misses... and resulting GM Moves.
For instance, the Stat lines for a regular (fightery) character at level 1 and 7:
becomes:
So, two +3s and no negative modifiers.
With the adjustment, the same character would be:
Which we don't care about, since we are starting at level 7, where they could be:
Two negatives (for those of us who like negatives, and a +3 and +2 and +1.
I foresee a few complication that this change introduces.
The questions of how to handle replacement characters (due to death or as per the level 11 options) are, respectively, simple "start at level 7ish? if you die" and, "better left for later" in the case level 11, which is a complex discussion.
And the question of 'fixing' the low stats when they are already 18. I say we leave that for if it comes up. This might (should?) not be our primary focus. But trust that I will not cheat you.
I'm thinking: Official Playbooks only, since we are offsetting the "played it already" with the high-level choices that open up new options (some of the interesting L6+ Moves also need 2-5 picks that would not normally be taken, adding to the novelty). And because so many of the third-party Playbooks are broken, or untested at higher levels, and I don't know them.
I am checking if people would be interested. We would build the world as we build characters. High level characters would tend more to 'hero of the realm' than 'vagabond', so this may be more high fantasy than my usual, grounded fair. Your descriptions of your previous adventuring life --getting you to this level-- will form the basis of the world-building.
If anyone has experience playing at these levels, I welcome your thoughts.
This would be aimed at players who have played DW, but not gotten to experience the higher levels. (GMs are also players, and welcome.)
Players will be expected to post most days.
All my games are LGBT+ friendly, minorities, disabilities, you name it, we take it.
In order to solve two of the problems with high level play, I am thinking about lowering the starting Stats by one point each. This might be explained as being the result of some sort of curse that affects everyone (and could therefore be removed if the players choose to do so).
This solves the two-fold problem where high level characters don't get XP for misses --because they have all the good Stats and lots of options available to avoid rolling other stats (it is reasonable, and fun, for a character to use what they are good at)-- and where the game is 'easy' due to lack of said misses... and resulting GM Moves.
For instance, the Stat lines for a regular (fightery) character at level 1 and 7:
Str | Dex | Con | Int | Wis | Cha | ||
16 | 13 | 15 | 8 | 9 | 12 | ||
+2 | +1 | +1 | -1 | +0 | +0 |
Str | Dex | Con | Int | Wis | Cha | ||
18 | 13 | 18 | 9 | 9 | 12 | ||
+3 | +1 | +3 | +0 | +0 | +0 |
With the adjustment, the same character would be:
Str | Dex | Con | Int | Wis | Cha | ||
15 | 12 | 14 | 7 | 8 | 11 | ||
+1 | +0 | +1 | -1 | -1 | +0 |
Str | Dex | Con | Int | Wis | Cha | ||
18 | 13 | 16 | 7 | 8 | 11 | ||
+3 | +1 | +2 | -1 | -1 | +0 |
I foresee a few complication that this change introduces.
The questions of how to handle replacement characters (due to death or as per the level 11 options) are, respectively, simple "start at level 7ish? if you die" and, "better left for later" in the case level 11, which is a complex discussion.
And the question of 'fixing' the low stats when they are already 18. I say we leave that for if it comes up. This might (should?) not be our primary focus. But trust that I will not cheat you.
I'm thinking: Official Playbooks only, since we are offsetting the "played it already" with the high-level choices that open up new options (some of the interesting L6+ Moves also need 2-5 picks that would not normally be taken, adding to the novelty). And because so many of the third-party Playbooks are broken, or untested at higher levels, and I don't know them.
I am checking if people would be interested. We would build the world as we build characters. High level characters would tend more to 'hero of the realm' than 'vagabond', so this may be more high fantasy than my usual, grounded fair. Your descriptions of your previous adventuring life --getting you to this level-- will form the basis of the world-building.
If anyone has experience playing at these levels, I welcome your thoughts.
Last edited February 3, 2022 12:11 pm