Sep 172014
 
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In this impromptu session of our ongoing Dungeon World campaign, Ed joins the team of brave Nettlers as The Cleric! When the adventurers come upon a camp of ogres guarding the dam that blocks the Chillfinger River, they decide to break the barrier and wash the wild creatures away. However, before they can carry out their plan, they discover a pit full of captives on the outskirts of the settlement, including Brinton, a former Nettler whose parents sold him to the monastery of a spider god in the northern mountains. Now, in order to restore the river’s flow, they’ll have to mount a daring rescue, but can they sneak the slaves out without the ogres getting wise, or will they be forced into a more direct confrontation? Listen to find out!Campaign Navigator: Dungeon World – “The Nettle Crusades”

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  • crawlkill

    oh, c’mon. told Meyer to rape them and nobody said “do unto ogres as ogres have done unto you?” I am ashamed of you nettling kids

    • crawlkill

      less sillily, I really love this system. it seems geared to hit everybody’s…I was gonna say “G spot” and then decided maybe no. it’s super “game”y, but not in a complicated mathy/min-maxy way, and the gameyness really supports collaborative storytelling. it’s not often I feel like the rules themselves are a pleasure to hear (basically only ever had that feel in A Dirty World/Better Angels before), but they definitely are here. I look forward to future nettlings, even if important puns get left out.

  • Chados

    I’m mainly a bit dubious that a tribe of Ogres, that seems to have a “Strongest one rules” policy… would have a older, weaker chieftain/king. And now Pendrel, the elven bard, is somehow the most badass of the ogre tribe.

    Just a little weirdness- no offense Ryan and Meyer. Other than that, I’m really liking the Nettle Crusades so far!

    • Yeah, that thought has crossed my mind as well. I was just rolling with it in a way that wouldn’t get Meyer trounced by angry ogres. I figured putting Pendrell in charge of the tribe would present more interesting dramatic possibilities than getting his head caved in with a club.

      • Chados

        Heh, yeah, Ryan- I’m sure storywise it works out pretty well. Just visualizing it is like “Wait… what?” 🙂 Now I’m on to Nettler’s(and Taeros) 4.

  • Omega

    So, furthering my critique as I progress though (and I don’t know how often this comes up from here out), the only other thing I have to say so far is that both players and GM should be careful with how they use Parley. Parley (and it’s sister move in AW, Seduce or Manipulate) only works when you have Leverage over the subject in question, whatever that is (And Ryan or whoever is GMing should feel free to call into question your leverage if it isn’t obvious), and then you roll. A good example of this is when Meyer becomes Ogre King, he tells the Ogres they’re gonna free the slaves and do shit he wants them to do (the unstated leverage is “or I’ll cut your fucking head off”). He rolls 7-9, and so they need concrete assurance, bang-boom, Meyer cuts whatshisface’s dick off, bob’s your uncle. (Which, BTW, the whole thing was a great scene, in general). Proving the “worthiness” to the griffins is an example of poor parley, because at least part of the time, the subject has no leverage (unless Griffins just fucking love worthiness that much) and would probably be better handled as a Custom Move. Now for some useless cross-analysis you may find interesting:

    This is the same in AW, though the leverage part isn’t clearly stated in the short description, but with the caveat that since this is “Seduce or Manipulate”, you can technically offer sex as leverage most of the time (because it’s AW and it’s supposed to be fucking Hot). AW also allows you to Seduce or Manipulate other players. If you do well, you can force them to act under fire or have them mark XP if they do it.

    In Monster of the Week (another *W game you should check out), you also Manipulate Someone on either PCs or NPCs, but this is phrased as “tell them what you want, and give them a reason to do it”, and isn’t phrased quite the same as leverage. (Also the miss condition on PCs means they mark XP if they don’t do what you say).

    In Monsterhearts (which is a cool *W game but one I don’t know if you guys will enjoy), you can again only Manipulate an NPC, but you don’t have to offer a “threat, bribe or motive” unless you get 10+ (and that’s your only qualifier), and on a 7-9, the MC will name a condition for them to do what you want (which, since Monsterhearts is usually in a High School Setting, will probably involve either sex, drugs or petty school bullshit).

    Again, the whole thing was a lot of great scenes, I do genuinely enjoy the narrative of Nettle Crusades (it’s why I’m so hard on the mechanics). Alex is currently winning my “Yeah, you do those moves” prize for turning into animals (even if you guys are sometimes sketchy about the animal moves. Don’t know if you’ve noticed, but Taeros’s damage dice shouldn’t go up when he switched forms, that a Druid move he can take, though static bonuses might be appropriate since it uses a hold) and now talking to Earth, Fire, Water and Air (though I think he’s supposed to say something like “I want that building to collapse into a sinkhole”, then roll, so when he fails, Ryan can be like “Oh, you wanted a sinkhole? Instead you create a small mountain. And also rocks fall and some slaves die, because NPCs are expendable”). He’s so far the only character I’m genuinely interested in seeing level up.

    • Alex

      Thanks a lot for the clarifications. And I have to say, the druid moves in Dungeon World get pretty crazy. And I finally get to correct Omega on something! Taeros’s damage dice actually DO increase. There are moves that druids can take that increase your damage from 1d6 to 1d8 when you’re in an animal form that is “appropriate.” A bunny doesn’t get extra damage. A bear does. And then in lvl 6-10, you can take another move that increases your damage to 1d10, plus another move that lets you either do an extra 1d4 damage or get 1 extra armor. So, conceivably, a druid in a big, scary animal form could do 1d10+1d4 damage.

      Also, they can turn into fire.

      • Omega

        Haha, double correction, even if it points out I need to proofread these things more! I did actually say “[that’s] a Druid move he can take” (although you’re right, technically it’s a series of moves). That depends on if you take those move though. (Though, I mean, since you’re primary gig is “turn into animals” and “do sweet spirit stuff” I don’t see why you wouldn’t pick up at least one of them).

        I will say that the Druid certain seems to have the coolest overall collection of moves, though every class has a couple of things which sound really interesting. Though this could just be me coming from more background in Apocalypse World or Monsterhearts, where most of the playbooks all have a number of really great moves and everybody can “multiclass”. They do, however, have smaller over-all advancement. Though, when you’re actually playing, there is something to be said for just being better at what you do (be it damage, basic moves, or getting free armor. Armor’s way more important in something like AW, where everybody has the same harm clock, and even taking 1-harm can mean your character SHOULD be sitting in the infirmary (or wherever you call it) for like a week).

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