Barf Forth Apocalyptica

powered by the apocalypse => Dungeon World => Topic started by: azrianni on July 04, 2012, 01:42:29 PM

Title: questions on beta
Post by: azrianni on July 04, 2012, 01:42:29 PM
For some reason I thought it would be a good idea to run DW via pbp. So I'm re-reading the beta in a panic now that it's real. Here are some questions so far, with probably more as I come. Feel free to link me to answers already given.

1) Anybody got a rule of thumb for distinguishing between defying danger using INT vs. WIS, or a handy definition of "mental fortitude"?

2) End of session: does everybody have to agree on the answers to the questions, or is it majority rules, or what? Argue till you have consensus? Anybody can veto with a single 'no' vote? Does the GM get a say?

3) Carousing: Basically, is "you" singular or plural? Does each person roll carousing separately? Does each person have to pay the coin separately?

Undoubtedly, more to come. Thanks in advance.
Title: Re: questions on beta
Post by: skinnyghost on July 04, 2012, 01:57:11 PM
1) Defy Danger, more than any other roll, is really reliant on a description from the player and an interpretation from the GM.  INT is about Defying Danger because you know something that's helpful or you were able to think quickly enough to avoid the impending badness.  Quick thinking, knowledge, sharpness of the mind.  WIS is about suffering the torment and living to tell the tale - it's about gritting your teeth and exerting your will.  Resisting torture, mental influence or terror are all WIS.

2) Everyone should generally agree.  If someone strongly disagrees, you probably shouldn't take the XP.  The GM should probably stay out of the discussion, but can remind players if they forgot something important or clarify as needed.

3) "You" is singular.  If more than one person is carousing together, that's one roll and someone(s) are Helping or Hindering using Bonds.
Title: Re: questions on beta
Post by: Murder-of-Crows on July 04, 2012, 02:00:40 PM
1) INT is used when you have to think quicky, WIS is used when you have to have mental fortitude. As I would read it, when you have to resist mental influence (like in D&D any time you would make a Will save).

2) Good question. But usually all agree on the three questions or even I as a gamemaster decide. Hm... even though skinnyghost recommends the GM stay out of it.

3) You is singular, and everyone has to roll to gain the benefit, I'd say.
Title: Re: questions on beta
Post by: skinnyghost on July 04, 2012, 02:21:33 PM
I should clarify - I say that as GM not game designer.  I tend to stay out.  It depends on the group dynamic.  Basically, it's pretty straightforward and designed to encourage discussion, not limit XP gain.
Title: Re: questions on beta
Post by: noofy on July 04, 2012, 09:48:36 PM
With Carouse too, make sure you dig a little deeper first so that you as a group establish the scene before you roll the bones! There is some good narrative stuff in there! The aid given by other players is full of fictional promise too.
'Oh yeah, I'm totally going to use my +1 bond with the wizard to help, I think he's too weak for dungeoneering remember? Especially after his near miss with the Guaraxx. I'll amble down to the Raw Prawn and pick up some androgenous, wacked out elvish escorts to liven up the party back at the tavern...'
Title: Re: questions on beta
Post by: azrianni on July 06, 2012, 06:25:24 PM
Thanks for the help. Now, as we inch closer to starting, I admit to being confused about the first session.

The first session chapter says I don't prep an adventure, and I don't create any fronts. I have ideas, and then I roll with it.

Does this mean that for the whole first session, there are no fronts in play, or no defined fronts, anyway? Or do I quickly make up an adventure front on the fly? Or does it matter? I'm happy to improvise, but I want to play the game as designed, and I can imagine being in a situation where I don't have "what my prep demands" to draw on or adventure front moves to make, and I might feel lost.

In addition to any "official" answer, I curious to hear what other people have done.
Title: Re: questions on beta
Post by: FlashbackJon on July 06, 2012, 07:07:30 PM
There's no specific front looming overhead, but as you ask questions and build on the answers, the threats, targets, and wards of your players will make themselves apparent!  :)
Title: Re: questions on beta
Post by: noofy on July 06, 2012, 07:29:35 PM
It depends on what you feel comfortable with. The game is designed to be flexible in this regard. The Bloodstone Idol for instance is a sample front and bunch of dangers and a dungeon map all prepped ahead of many a first foray into dungeon world! As many of the AP's attest, this works fine!

However, it does limit the 'sandboxy' approach that you can take if you come prepared with nothing but some daydreamed imagery and cool ideas that you may use.

Marshall has created some excellent Dungeon Starters that take a middle ground, giving you just enough impressions for the whole group to hang their chargen questions on and make sure everyone is on the same page fictionally speaking.

http://apocalypse-world.com/forums/index.php?topic=2204.0 (http://apocalypse-world.com/forums/index.php?topic=2204.0)

What ever method you roll with, just make sure to note down emergent threats, factions, locations and relationships on the map, or index cards, or in your notes. This then gives you the seeds to re-incorporate later and create dynamic, tension driven situations that the players are invested in. You play to find out what happens.

Title: Re: questions on beta
Post by: azrianni on July 07, 2012, 10:08:04 PM
If I missed this somewhere, feel free to mock me, but what's the range tag for magic missile or similar spells? Far?
Title: Re: questions on beta
Post by: Murder-of-Crows on July 08, 2012, 05:02:27 AM
That's what I would assume. Even if it's not mentioned anywhere...
Title: Re: questions on beta
Post by: noofy on July 08, 2012, 10:41:10 AM
Just ask the wizard! Ask provocative questions and use the answers :)
Title: Re: questions on beta
Post by: azrianni on July 09, 2012, 03:38:17 PM
I don't see "what's the range of your spell?" as being terribly provocative, and I'd prefer a more established answer to a question about the rules, but I guess you could have some fun with that.

New question: are spellcasters expected to roll to activate rotes? The "cast a spell" moves use the word "spell" and not "rotes," and the language in the prep moves kind of acts like rotes are different than spells--but I just find it ambiguous.
Title: Re: questions on beta
Post by: Murder-of-Crows on July 09, 2012, 04:24:23 PM
I think, it's mentioned somewhere that you are rolling for rotes.
Title: Re: questions on beta
Post by: skinnyghost on July 09, 2012, 06:43:30 PM
a rote is a spell.  you cast it like one.  you prepare all the rotes every time you prepare spells.
Title: Re: questions on beta
Post by: hobbesque on July 14, 2012, 03:39:57 PM
I have a question!

When you use Chosen One/Prodigy on a first-level spell, or the Cleric moves for First Aid, you end up with a spell that is either level 0 or "does not count against your limit of granted spells," respectively. It also says you can prepare the same spell more than once in the moves discussion chapter.

Read literally, this would seem to mean that you should be able to get these spells infinitely. It basically turns all weak spellcasting hits in to strong ones, since you can choose "lose the spell" without penalty.

That doesn't seem quite right (or maybe it does?), but I'm not sure how else to do it. Get one for free, additional preparations are at normal cost? Count it as a 1/2 level spell if you prepare it more than once (i.e, 2 uses per spell levels you prep)?
Title: Re: questions on beta
Post by: (not that) adam on July 15, 2012, 05:02:10 AM
http://apocalypse-world.com/forums/index.php?topic=2956.msg17867#msg17867

they basically become rotes/cantrips. I think they are rewording the entire thing to make it clearer.
Title: Re: questions on beta
Post by: hobbesque on July 15, 2012, 11:17:08 AM
I'm guessing that will end up looking like "Get one for free, additional preparations are at normal cost" since you can't prep rotes more than once (I assume) and losing the ability to multi-prep the spell probably isn't an intended feature of the advance(?).
Title: Re: questions on beta
Post by: azrianni on July 21, 2012, 09:38:50 PM
New question: What are the limits to the Paladin's "I am the law" move?

Context: The paladin in my game has used it to good effect before. Now he is using it on a group of magically created and commanded beings. I'm not even sure they can understand him. They sure don't respect divine authority, on their own, anyway.

Should I interpret "an NPC" to mean this move can never affect more than one NPC at once?

Can it affect any NPC? A dragon? A golem? A demon? A donkey?
Title: Re: questions on beta
Post by: (not that) adam on July 21, 2012, 09:52:00 PM
In my games, divine authority affected basically everything. However, it's not such a powerful move, and it's best used against people who don't want to attack you, or else it has no effect, since they were going to attack the paladin any way.
Title: Re: questions on beta
Post by: azrianni on July 22, 2012, 09:31:29 AM
In my games, divine authority affected basically everything. However, it's not such a powerful move, and it's best used against people who don't want to attack you, or else it has no effect, since they were going to attack the paladin any way.
It's fairly powerful--if it can affect anyone and any number of anyones, then it's kind of an unlimited defend move, with only the choice of redirecting the attack toward you. And since the paladin has heavier armor and better HP than many of her/his allies, and may want to defend innocent victims, it seems to have a lot of heft.

I don't want to take away part of what makes the Paladin cool, but I also don't want a situation where the paladin just turns on the attack magnet and suddenly none of the NPCs present have any options.
Title: Re: questions on beta
Post by: (not that) adam on July 22, 2012, 11:38:31 AM
But that is what the paladin is all about! :P Defend the others! However, I actually didn't answer to what you asked. I'm sorry!

I'm not even sure they can understand him.
I think that what "giving an order" means varies upon the fiction and the group. However, probably he must be able to speak and be listened and understood by the NPC. "A voice that trascends language" is a powerful boon for the paladin's quest!

also
Should I interpret "an NPC" to mean this move can never affect more than one NPC at once?
in my games yes, the paladins always use it to end up in one-on-one duels. It seems natural (and Exterminatus fits it).

That said, it's not written anywhere that they must keep attacking only you. I mean, after they attacked you, they are free to do as they please. I think.
Title: Re: questions on beta
Post by: Jeremy on July 22, 2012, 11:40:04 AM
The game text never defines "NPC."  There's an implication througout, though, that NPCs are characters with motive, feeling, and agenda.  All of the moves and references to NPCs imply that.  That would make me less inclined to have it work on a mindless automaton.

The move requires that give an order based on your divine authority.  What does that look like in play?  If you're raising your voice with something like "In Bahamut's name, stop where you are!" then the recipient probably needs to understand your language (or at least your meaning and recognize Bahamut's name or holy symbol) for it to trigger the move. 

Also... check out the Boons.  Two of them play into this directly: a mark of divine authority and a voice that transcends language.  If you've got that mark, any order you give could be based on your divine authority... even mindless undead could be affected.  And a voice that transcends language?  Well, now everyone (maybe everything) can understand you and your command.  Move got a lot more powerful right there.

All that then interacts with the nature of the target in your game.  Is a golem truly a mindless construct? Or a sentient elemental spirit bound by a wizard's magic? Or a new soul imbued into the construct by the Word of Creation carved into its forehead?  Are zombies mindless corpses animated by some vile energy or virus?  Or are they tormented souls with the vestage of their former lives?  The answers there would impact whether you considered them "NPCs" or not, and what was required to invoke your divine authority against them.

It's fairly powerful--if it can affect anyone and any number of anyones, then it's kind of an unlimited defend move, with only the choice of redirecting the attack toward you. And since the paladin has heavier armor and better HP than many of her/his allies, and may want to defend innocent victims, it seems to have a lot of heft.

I don't want to take away part of what makes the Paladin cool, but I also don't want a situation where the paladin just turns on the attack magnet and suddenly none of the NPCs present have any options.

Yup.  Pretty aswesome, especially if the paladin's on a quest with a boon that makes them invulnerable to the undead or something like that.  Be a fan of the characters!  There's plenty of ways they can still get in hot water.
Title: Re: questions on beta
Post by: watergoesred on July 22, 2012, 07:07:48 PM
Transcends language, a? I am the law, a? What about the laws of physics?

"Fiery waters, belched up from Gluxodis' hell, PART! Part for the righteous! Part for the innocent! Part for the beset and imperilled! Part in the name of Ueat the All Mighty!"

"Halt this terminable descent! Halt my fall! I judge this gravity unjust and demand my freedom from its tyranny! HALT!"
Title: Re: questions on beta
Post by: (not that) adam on July 22, 2012, 08:02:48 PM
As a GM, I would allow it.

If anything, just to see gravity attacking the paladin.