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Messages - Kneller

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brainstorming & development / Re: tweaking the resolution and ranges?
« on: March 09, 2016, 09:40:49 AM »
The short range of outcomes can be limiting in terms of differentiating between character abilities, e.g. anything more than a +3 bonus is almost a guarantee of non-failure. If you're really keen on extending the range, try upping the dice size first, replacing the d6s with d12s for example: that gives you a lot more room in which to play around with the results and have larger bonuses as you describe.

The downside is that it drastically waters down character competence: a +1 bonus is only @25% as significant if you're rolling 2d12 instead of 2d6, so stat increments are less of a reward than new moves.

The alternative to extending the range of outcomes is to give the characters tactical options to change one type of success into another, e.g. if they accept a lesser result in advance, then any miss becomes a 7-9 instead. I think one of the hacks uses this option to add skills to the system, so that when you are using a skill, you never miss, you just get a 7-9 result instead. If that seems too effective, then a skill could extend the mid-range when used, making it 6-9, 5-9, 6-10 or whatever.

What I'm tempted to do is go with something like 1dX rather than 2dX. With a linear distribution, I figure I can extend the value of higher skills while also being able to avoid the whole auto-success thing.

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brainstorming & development / tweaking the resolution and ranges?
« on: March 08, 2016, 11:20:00 PM »
Has anyone tweaked the resolution system at all for this game? For example, expanded the range of partial success, raised the threshold of total success, used different dice with different ranges (i.e. 2d8 or 1d12). If so, how did it work for you?

I'm toying around this system for a campaign for my group. Two things that I am focused on are the partial success element and the skill range element. Specifically, I think partial successes are far more interesting and am considering broadening the range. As for skill ranges, this is for a longer term campaign I'm concerned that the players will be all but immune to failure once they get to higher skill levels (i.e. eventually a +5).

Has anyone hacked their system along these lines? I'd appreciate any input. Thanks.

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Dungeon World / Re: new player/GM exploring the system
« on: July 24, 2014, 05:21:04 PM »
[quoteI encourage you to read through the sections of DW about...[/quote]

I've read the entire hyptertext SRD, twice.

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I resisted AW for several years

Several years?

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In some sense Strength isn't actually how strong you are, it's how good you are at doing heroic things in which being strong might play a factor.

But that's really the same thing. One is a measure of the actual strength, the other is the effect of having that actual strength and therefore a product of actual strength. Or to take it a step further, it represents the role a character's strength has in the story of using one's strength to avoid/resolve obstacles that utilize strength. What I'm saying is that all other variables being equal, puppy wrestling and troll wrestling have the same average results. So, the story is that puppies kick your ass as often as trolls. You can mitigate this somewhat with subjective success levels and throwing around custom moves. But even then, the story is, puppies kick your ass as often as trolls, unless we throw some excuses into the mix.

I'm not sure how much I can buy into the whole "homage to D&D" thing. There's a saying in fictional writing that goes, "learn to slay your darlings" that also applies to game design.

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Here's a Paladin move. What physics is it simulating?

No physics, per se, but you're modeling how the world "works". But it's the same thing here. Whether the NPC is really supporting you or just there for the paycheck the results are the same on average....unless you cover it up with custom moves.

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Several groups in play test wanted this move or one like it.  All of them abandoned it after only one session.  It didn't add anything fun to the game, but did add a little hassle to every single move.

Let me guess. It got in the way of the fiction. The "game" of a roleplaying game got in the way of people wanting to generate stories. I don't understand. Why play an RPG then? If one wants to engage in collaborative fiction, why not just get everyone together and write a fantasy adventure book. Then it would really be all about the story.

I appreciate all the elucidation, and I think DW has some cool elements, but I don't think this is the game for my group. Thanks again.

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Dungeon World / Re: new player/GM exploring the system
« on: July 23, 2014, 02:54:17 PM »
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They serve to guide the story, not model the physics of the gameworld.

So, the system, whose elements are modeled on the physics of the game world (Strength, Hit Points, Load), aren't actually used to model the physics of the game world.

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Dungeon World / Re: new player/GM exploring the system
« on: July 23, 2014, 10:44:35 AM »
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Yeah, that's actually why I like Apocalypse World better.  Cool, Hard, Hot, Sharp, and Weird are much more anchored in the drama and less in the simulation.

That makes more sense. The system should measure what it's supposed to measure.

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Wrestling a goblin to the ground might be relatively easy.

But it might not, and that's what I'm trying to get at. So, say you have a surgery skill/check, and an appendectomy is your middle ground. You can run multiple checks for brain surgery, but what if you're just stitching up a bad knife wound?

Of course, this example is invalid because the system is supposed to be used not for the task at hand (despite that being what it's measuring), but for the narration of the task at hand.

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The world works a certain way, by following the fiction and the GM principles

The latter and former are two very different and usually unrelated elements.  In terms of the fiction, it doesn't even matter how the world works, the fiction is going to happen regardless. However, by using in-game abilities to check for metagame elements, you can easily end up with a stream of fiction that can only be held together with non-sequitur.

This is what I'm starting to think.

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Dungeon World / Re: new player/GM exploring the system
« on: July 22, 2014, 10:56:00 PM »
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Does this help?

Somewhat, but feel free to take a crack at the wrestling hypothetical I posted above. :)

I get the whole what's-it-matter-to-the-story thing, but there's a bit of an inconsistency here that I'm having trouble negotiating. On one hand, I've read plenty about how this isn't a sim system. But on the other hand, it actually is. The aspects you're testing aren't your character's propensity for trouble, bad luck, drama magnetism, etc. It's Strength, Dexterity, Charisma, etc. The character breaks down into some pretty sim elements. So, the character with Strength +3 is stronger than the character with Strength -1. When I'm doing a Strength test, it's because the task at hand requires Strength. Nevermind comparing wrestling a dragon to wrestling a puppy. These are both pretty common sense situations. But, if I'm wrestling a GM char that's a little stronger than myself vs. one that is a little weaker, according to the RAW(:D), I have the same odds against both. It's a GM char, so there's no opposed check. My roll doesn't get a modifier. You might have this multifaceted narrative potential in front of you, but the player only has a single port of entry, their own simulated and static measure of general competence.

The multiple check thing is a bad idea, not because of the narrative constraints, but because of the math. For the sake of simple mathematics, let's say we have a character who is average at everything that needs to be tested for the check and has no modifiers from anything else. For a single check, that character has a 58% chance of success. If it's a little complicated and they need a follow up check, then their odds drop to 34%, add a third check and we're down to 20%. If you did this with flat modifiers for each difficulty, your odds would go 58%, 42%, and 28%, respectively. It's less harsh and gives you more play to account for the external environment with which the characters interact.

I think the idea of the narratively-driven follow up checks is clever, especially if you have to tap into different moves to pull off a combo. But the math really bites you in the ass. There's actually a pretty easy fix for this. Add in a "combo bonus". All these skills working in synergy give you +1 to your follow up checks until the larger task is done. So average (+0) for the first check, and +1 for checks 2, 3, and so on. There your odds go 58%, 42%, and 30%. You're actually getting pretty close to the mechanical effect of the flat modifier, but you're using the multi-check narrative approach. The only odd thing about it is that your narrative approach takes three times the dice rolling as just giving someone the -2 to the first roll. And, you're still modifying rolls.  So, really, I haven't accomplished anything here. :P

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But in the abstract, the question you should always be asking yourself when structuring these situations is "what is this roll accomplishing in the story?"

I ask (and usually answer) that question all the time. But I'm also asking, "What does this roll say about the world in which my character exists?" Every dice roll isn't just a beat in the story. It's also the in-game universe telling you, "I know what you want, but this is what you are going to get, because that's the way the world works."

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Dungeon World / Re: new player/GM exploring the system
« on: July 22, 2014, 07:55:50 PM »
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but there's no task difficulty modifier in the RAW

What's RAW?

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Maybe the GM says "there's no way you can climb this cliff face without any equipment" and someone else has to Spout Lore to think of a way to improvise some gear or Discern Realities to find an easier way up.

I thought about that, but that could/would actually swing the odds more than a flat modifier, because then you have to succeed at both checks. Let's say you have a situation to which you figure a -1 penalty would be appropriate. No matter the skill level, a second check is going to be more punishing than the penalty. And, consider these three situations for example:

1) An average strength fighter is trying to wrestle a weak goblin to the ground.
2) An average strength fighter is trying to wrestle an equal strength fighter to the ground.
3) An average strength fighter is trying to wrestle a larger, strong troll or whatever to the ground.

Even if you throw in a second check to compensate for the added difficulty for the troll, you're still looking at the same odds for situations #1 and #2. So, lets say you say that for the weak goblin, you treat a 7-9 as a 10+. Well, then you have the problem of the results either being very good, or very bad, and no in between.

Don't get me wrong, I'm not saying we need to go full sim here (god forbid). And, sure, the subjective categories for success/failure gives you some wiggle room, but I'm not sure it covers the full scope of potential environmental variables.

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I roll a 1d20 to determine how many 50 mile hexes (1 day of travel by foot)

o.O

50 miles a day on foot? Do your characters have nuclear-powered cybernetic legs? :D

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Dungeon World / Re: new player/GM exploring the system
« on: July 22, 2014, 08:02:00 AM »
Yeah, I'd have had both of them at the bottom of the shaft too.  It's just funnier that way.

Yeah, I got a laugh out of that one.

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Dungeon World / Re: new player/GM exploring the system
« on: July 21, 2014, 07:35:44 PM »
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Games like Fate or those using the "Powered by the Apocalypse" engine tend to place the premium on the story over the crunch.

I get why people would say that, but I don't think that's necessarily how things have to be in a rules-lite system. PbtA has a lot of crunch potential with its Moves mechanic. Hell, you could make a pretty elegant tactical wargame out of it.

Side note, I really, really like the Moves element being at the core of action in DW. That alone cuts through so much of the crap you see in something like d20.

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The irony is that the less crunchy games are often easier for players new to RPGs to pick up and harder for "veteran" gamers.

I'm not surprised. Veteran gamers, particularly those who have primarily played rules-heavy games, are more accustomed to having an objective system to negotiate obstacles. Many develop a preference for it over time. New gamers are a clean slate and are easier to mold to other play styles.

As for me, I will always want some crunch in my game. It's not that I think story is irrelevant, but I also want the "chess game" with it. Really, I want everything. That's not too much to ask, is it? :D

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Are you kidding? He totally should try.

lmao...ok, so one of the gameplay podcasts I watched had a weak Wizard try to push a companion down a shaft to "scout ahead". He got a marginal success, and so the companion got a defy danger check, in which he got a marginal success. The result was the klutzy Wizard fell down the pit and the companion slid down a bit, too, but manage to grab something part way down to keep from hitting the bottom.

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Dungeon World / Re: new player/GM exploring the system
« on: July 21, 2014, 03:49:32 PM »
I'm starting to see what you mean. My own gaming background (mostly D&D, though that's probably apparent) never really did much with partial success. With the cliff climbing example, if you failed your roll, you'd fall and take something d6 damage per 10 ft. or something like that.

I like this more open-ended approach, though it's all pretty new to me. Despite wanting to stray away from the typical d20 thing, I also like a bit of crunch and don't want to go completely free-form. For example, I'm not a huge fan of Fate, and while DitV is conceptually brilliant, the gameplay itself is a little too loosey-goosey for me. I get the impression that this system is capable of working in some kind of middle ground.

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Dungeon World / Re: new player/GM exploring the system
« on: July 21, 2014, 10:23:05 AM »
Do you have any idea why an AV would flag that link? I can read it fine on my Linux computer, but Windows does not like that site.

And thanks for clarifying on the less than positive results. I was aware that some moves still helped you at ]7-9 results, but I was under the impression that was  a rare thing.

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Why roll at a negative modifier?  Because in Dungeon World at least you get experience for failed rolls.

XP is good, I don't see how it's worth it for a move that you're going to fail more than 50% of the time. I would think that one would get more than enough XP from failure with moves in which one is proficient. Even with a +2, you're still failing 1 in 6. That could be a decent bit of XP over the course of a session, and failing 1 in 6 is going to take a much smaller toll on your resources than failing 2 out of 3. Right?

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It's worth noting that the six stat modifiers for a starting character will be +2, +1, +1, +0, +0, -1. The player will normally want to arrange to play to his strengths (e.g. INT +2 for a Wizard, who uses it on his Cast A Spell roll), but sometimes circumstances will require them to make a move with one of their worse stats.

I didn't know that about the starting stats, thanks for that info. For some reason, something I read had me thinking it was along the +3 to -3 range. I don't see negative modifiers as a big game over for the system. I'm picturing a Wizard with Strength -2 trying to push a troll or whatever off a cliff. Naturally, the odds should be against the Wizard in that situation. But all the same, there's a lot of action happening in the +/-1 to 2 range considering the distribution of 2d6.

Side note, is there any way to account for task difficulty? For example, scaling a dangerous cliff vs. scaling a dangerous cliff in the middle of a blizzard without proper equipment. Do you just throw a modifier into the mix?

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Dungeon World / Re: new player/GM exploring the system
« on: July 20, 2014, 10:46:16 PM »
It's the 7-9 that makes me nervous.  I've been watching some videos online, and different groups do it differently. Some use 10+ to have something great happen so 7-9 is just ordinary or weak success, but nothing bad happens. Other groups use a 7-9 to whittle away at a character's inventory/health/or other resources, and they really get boned on a 6-.

Speaking of 6-, a +3 is great, but I'm figuring a lot more rolls are happening at the -1 to +1 range. Honestly, I'm not sure why anyone would want to take a chance at anything with a negative modifier. In that case, you have about a 60% chance or more to outright fail. Less than -1, you can pretty much bank on it. I'm cool with twists from things not working out exactly right, but this appears to me to be a statistical tragedy, no?

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Dungeon World / new player/GM exploring the system
« on: July 20, 2014, 10:30:59 AM »
I just heard about this game recently and thought I'd check it out. I've been reading what I can about it online, but I think my information is incomplete. There are a couple things I'm wondering.

I heard this was released under the OGL. Is there a pdf or hypertext srd available? I checked out the beginners guide link on the top of the forum and requested access to whatever that is, though I think I need to wait a bit for a response.

Based on what I've read. You basically roll 2d6 for an action and anything 10+ is a success, whereas 7-9 is a success, but it's going to cost you something (probably serious). So, basically, characters have only about an 8% chance to just succeed at anything without costs and a 41% chance of something really bad happening? It seems kind of harsh. Is there something I'm not understanding?

Thanks.

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