Aug 062014
Rag-NERD-rok Podcast Tree

One year after the tragicomic events of the First Annual Nettle Chili Cook-off, the town is on the verge of collapse. A vicious army of orc mercenaries holds the townsfolk hostage, seemingly in collusion with Lord Edwardson, the greedy nobleman who rules Nettle Manor. Choking taxes and tariffs have driven the market traders away, and the fields have lain fallow since the onset of an unnatural drought that dried up the river. Those who leave town have their property confiscated, resorting to banditry on the roads, while those who remain starve in their homes. Nettle’s citizens need a hero—or better yet, a team of heroes!—to rescue them from certain doom. When Barnabas, the faithful paladin of Techumsah, journeys forth in search of just such a band of champions, he finds a motley gang of adventurers who just might do the trick. There’s Avon, the wizard who was cast out of town as a youngster, struggling to be a good person in spite of himself. Pendrel, the bard, left Nettle over a decade ago to seek his fortune as a musician, but ended up a captive in an ogre’s lair. Finally, there’s Taeros, an elf druid traveling south from the Great White Tundra, who befriends the Nettlers and throws his lot in with their cause. Can this ragtag group of heroes save Nettle from the aftermath of a fiasco? Listen to find out!

Campaign Navigator: Dungeon World – “The Nettle Crusades”

–> Next Episode: “The Nettlers’ Dilemma” 

  • crawlkill

    “You Nettling Kids”

    I barely remember the Fiasco. I should go back and listen to it again. but I have Titor House to catch up on. and the new Magicians book to hate. and and and there is too much stuff for my ears the internet is too full nooo purge the internet

  • Omega

    Pretty good session so far. Like the continuation of the chilimancy-verse. You guys have taken to the “fiction first” aspect a little better than some groups I know, and some players more than others, but not perfect. It’s not SUPER critical if you still have fun, but it’s a major point of *W games like Dungeon World. Sometimes you’re solid: “I do X.” “What move is that?/That sounds like Move Y” “*roll dice*”, but other times Ryan calls for a roll as part of him narrating/doing a GM move without necessarily asking for player action first, or the players telegraph what move they’re using without narrating what/how they do whatever it is. The key point of *W games like Dungeon World is you narrate an action first, and if it corresponds to a specific move, you do a move. Sometimes leads to situations where you do a move you don’t necessarily want to do, because you’re not great at it (but you also want to do it so you might fail, because XP is fun). Obv, you can shorthand this a little for most of the basic moves, but it’s about the narrative first.

    Also, pretty sure alignment XP is an end of session “move”, so you only get it once, but not sure. Not a huge deal, since XP IS FUN, YOU WANT XP, just sayin’. I’d lose my listener-nerd cred if I didn’t fact check you at this point.

    • As the person who read the rules and introduced everyone else to the game, I take full responsibility for all the screw-ups. I’d like to say that we get to know what we’re doing better as the campaign progresses, but it’s probably the opposite. I know I start doing some things with combat later on that throw the balance off a bit in favor of the players, but I’ve still done gobs of damage and almost killed everyone at least once. We do what works for us, whether or not it’s strictly by-the-book, and everyone has fun.

      • Omega

        Well, Dungeon World is simple enough not to worry about the basic GM discretionary stuff, I’m more concerned with the ethos of Apocalypse World Hacks. I mean, if you get down to it, my personal philosophy is to play games as they are intended to be played (Hence why I so often try to stick to RAI/RAW), and once I grok the intent of the game, I’ll drift it to suit my own needs and the needs of my players. For Dungeon World and other *W games, that’s really centered around the idea of “fiction first” and concept of “moves”. Like I said, you guys are better than some, even if you slip back to more traditional means of handling the mechanics. And also, I don’t fault anybody for short-handing or telegraphing basic moves, especially in combat where your action is basically the name of a move anyway or when you [Ryan] list what kind of moves are available to them because you’re all new (Though, again, technically, the GM is supposed to just ask what action they take, and if that corresponds to a move, they do that move, otherwise they just do the thing). It’s mostly philosophical, you guys seem to have fun, I enjoy listening (even if the missteps do have me up at 2:30 AM, composing insightful comments)

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