Barf Forth Apocalyptica
powered by the apocalypse => Dungeon World => Topic started by: noofy on August 16, 2013, 07:26:41 AM
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Two hard-headed mercenaries kill monsters and cause havoc in their search for money, fame and adventure.
So here's the idea - Skullkickers was made for DW, especially since Edwin does the line art. So what I propose is that we all contribute to using rules to mechanically (and narratively) describe the strip in DW nomenclature. Fiction first always :)
Of course this will lead to individual interpretation of what moves / GM moves / Bonds / Tags / Conditions apply when, as the story unfolds, but I thought it would be a great way for new and veteran players to analyse the fiction and draw out the way in which the AW engine can cope with such wonderful comic-book story telling.
In fact, each page is almost a move (sometimes two or three), all snowballing into each other. So I thought I'd start and leave the next page open for someone else to have a crack at how they see the strip in 'game' terms.
I'm assuming we have a Dwarven Barbarian and a Human Fighter; Baldy (who's signature weapon just happens to be a golden revolver). Our Heros have started the game in a tense situation - namely at the lair of a leech like monster who has been terrorising the local village.
(http://cdn.skullkickers.keenspot.com/comics/sk20120109.jpg)
Baldy attempts to spout lore about the leech like monster and fails miserably. The GM makes their move of revealing an unwelcome truth - that the monster is just about to burst from the hole....
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So baldy manages to defend, gaining one hold and drawing the leech's attack. Whilst Shorty manages a near hit with his axe hack and slash, causing some damage to the beast, but when offered the hard bargain - of only retaining his embedded axe if he holds on and is dragged into the air - he accepts with glee, and is promptly swung up above the melee.
(http://cdn.skullkickers.keenspot.com/comics/sk20120111.jpg)