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Messages - ramon111

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1
brainstorming & development / The Game Design Tavern
« on: May 28, 2023, 08:50:03 PM »
I attempted something stupid; to make a discussion place on a single blog entry. I wanted to advertise it here first, because I'm sure many others will drift here from time to time to remember past days.

https://alchemistnocturne.blogspot.com/2023/05/the-game-design-tavern.html

Have a nice night, guys

2
brainstorming & development / Building a hack from the rooftop: an essay
« on: February 25, 2015, 11:51:24 AM »
What if all basic moves were done using an alternate attribute?
Here are the basic moves for this alternate Dungeon World (CON and WIS attributes are dropped). Now, all we have to do is to make up a setting in which this moves are fictionally supported. For one thing, it seems that all the main characters in this world are psykers, plot armor is best armor, fix technology with brute force and are able to summon spirits.
What kind of enemies and troubles should they face?
which goals they use to pursue?
Should they be human after all?

LOCKING MINDS (INT)

Whenever you face off a foe with your psychic blast, roll +int.
On a 10, you get a hold on your opponent, you deal damage or you can ask the GM any question about your foe; he'll answer you truthfully, and you take +1 when acting on the answer. You deal +1d6 damage by exposing to a soft move.

On a 7-9, choose also 1 from this list:
-You don't suffer any debility
-You don't give away information or put you in a spot
-You aren't dealt damage

WITHSTAND DAMAGE (CHA)

Whenever you must endure a situation, or are left at 0 HP, roll +cha.
On a 10+, you scratch away the damage by saying a cool one-liner or revealing an unexpected advantage (make up one). If you have 0 HP or less, raise it to 1. On a 7-9, you also choose 1
-you don't spend a valuable resource
-you don't suffer a debility
-you don't suffer a fitting drawback

SUMMONING (DEX)

Whenever you dance from start to finish one of the 1000 dances, roll +dex
On a 10+, the spirit whose dance you've performed will answer a demand within it's possibilities. On a 7-9, choose 1:
-you don't suffer a debility
-the spirit doesn't get inside your body
-the spirit doesn't provoke collateral damage

TINKER (STR)

Whenever you try to force a lock, to dismantle a trap or fix a broken thing, roll + str.
On a 10+, you do it, no problem.
On a 7-9, choose 1
-you don't take more time than you thought
-you aren't put on a spot
-you don't suffer damage or a debility due to overexertion


DEFY DANGER

When you act despite an imminent threat or suffer a calamity, you roll...

...+INT if you use awareness or your mind force.
...+CHA if you claim a relevant invulnerability because you're special (If you achieve a hit, things are like you say, at least for this time).
...+DEX if you perform the specific arcane seals.
...+STR if you use your primitive instincts.

On a 10+, you do what you set out to, the threat doesn’t come to bear.
On a 7-9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.

3
AW:Dark Age / One Page Dark Ages
« on: January 22, 2015, 02:48:52 PM »
Posted on Anyway, but i repost it here to get some feedback

I made this for my group's next campaing (after we finish the One Piece one!)
A free adaptation of Dark Age into a World of Dungeons style. This both because my players have very little time for sessions, and because i enjoy small systems. I thought about embellishing it a little and posting it here. I hope somebody likes it!
PD: Vincent, if this interferes with your pre-release of Dark Age in any way, feel free to delete this post. I won't spread this adaptation anywhere (again lol) unless i get your permission!

http://www.mediafire.com/view/k6ru5p56mmtwa3p/WORLD_OF_DARK_AGES.pdf


4
blood & guts / Re: Stats for a hack
« on: December 03, 2014, 05:30:24 AM »
Thank you for your answers! Its coincidence maybe, but my first draft used +hunt, +tame, +pump and +wander. I opted for more traditional words because maybe i was getting too evocative.

I should have explained that im doing more a hack of World of Dungeons than Apocalypse World in itself. There, beside the stats, you have some skills per class (athletics, deceit, stealth, etc) , that allow you to never miss a roll (on a 6 or less, whenever you're rolling under a skill, you achieve your goal. The GM makes also a move as hard as she wants). I planned to get creative with the skills more. But my main concern was that everything that could be rolled, had a stat to reflect it.

The world is about pilgrims that leave their guilds, with the main purpose of learning to get their masterhood (and to get to level 10). In order to do this, they have to travel the world and face monsters, troubles and adventures. The setting is not medievalesque, but instead a mishmash of modern fantasy, with lots of non-lethal weapons, and occasional guns. I picture it as a mix of Adventure Time, Dark Tower and Pokémon.






5
blood & guts / Stats for a hack
« on: November 25, 2014, 01:25:21 PM »
How do you feel about this stats? Im lacking anything? Is something out of place?
The game is about traveling the world and exploring, in a fantasy setting. There are guns, and lots of non-lethal weapons and fights.

Roll + Perception when you rely on your reflexes, you fight in ranged combat, or you spend time analyzing your surroundings.
Roll + Charm when you manipulate or bargain with beings and things; or when you sing the drafts on anything you're touching, having eye contact or similar.
Roll + Wisdom when you remember stories of old, facts about places, when you take time for your insights, or you use any road tricks.
Roll + Strenght when you fight, when you use the raw power of your body, or you resist harm, sicknesses, poison or other physical dangers.

7
brainstorming & development / Lite and nice earthsea-like hack
« on: October 24, 2014, 08:25:22 AM »
Something i wrote on an inspiration moment; to have something to be played as i write "the big hack". Just finished, is not tested yet.

World of troublemakers

to cast a spell you must touch your target or look at him in the eyes; as you speak the magic words. By carrying a staff, you raise this range to anything you can see.

stats range from -1 to 3. All your stats must add to 2.

fire (also courage, spirit, life, battle, attacking, etc)
water(also illusions, empathy and mind, physical dodging, storms, ice and snow, etc)
air (also clairvoyance, astral travels, possession of friendly animals or familiars, quickness, intuitions, lightning, etc)
earth (also strenght, resisting damage, the human and animal body, metals and plants, etc)

This means that you have either powers over the element and over the facets this element represents.
Describe your actions or spells based in the fiction and your own imagination. The gm should make you roll when...

-You act against a danger or exposing to it
-You summon, command, analyze or banish an element or any facet of it
-The outcome of an action is not clear.
-You fight (usually fire in melee, air on ranged)
-You resist damage (earth)

All rolls are 2d6, and add the appropiate stat. A 10+ is a success or an advantage. A 7-9 is like a 10+ but there is a limitation, cost, danger or choice. A 6 or less is a miss, and the GM can rule whatever they want as long as the fiction allows it.
ON A 12+, your success is so overwhelming that either your action is fulfilled beyond expectations or you have a +1 to your next roll.
 
+1 when...

some objects or advantages will give you +1 to your rolls.

-1 ongoing when:

the spell enchants someone or something for long time
the target is unknown or mysterious to you
the target is too far
the outcome is specially difficult
the target is specially prepared for this kind of attack
etc. All this penalties may stack.


EXPERIENCE:
You start at level 1.

For each failed roll, you get 1 exp point. When you have exp equal to your level+2, you get a new level. Each time this happens you can raise one of your stats by 1


The idea of this game is very similar for the earthsea premise: On the first half of the story, players will recklessly use their powers and miss; and this will cause all kinds of danger and havoc (build this slowly whenever they fail or get a 7-9 on a roll). On the second half they should fix all this problems they've caused.

The setting can be any; have two fronts of danger open to give it a little color (a mad king, a threat of monsters, invasion, or disaster, etc) and for the players to have a clear threat to start acting at first.

8
brainstorming & development / Re: Guild World - General
« on: October 12, 2014, 07:05:12 AM »
Here i have the final draft of the intro and the basic moves. I wanted to summarize it all in the mood of this HACK: http://talesofthegrotesqueanddungeonesque.blogspot.com.es/2012/11/hacking-brendans-2d6-system.html
and i'll strive to do it, but some moves i felt that required a little explanation.

In the next post, i'll explain the different guilds i've come up with, and more on how the "hero's past's questions" work.

Please, ask any questions you like. Im nearly obsessed with the wording of the moves, so im very concerned about your interpretations of it (most of all, the combat rules)


guild world, by j.tremaine.


THE THREE SHADOWS

   The nature of the first shadow its been forgotten ages ago; in the darkness of history. Which demons inhabited it; from where it came and which crimes it commited; the only fact that all the guilds agree on, is that it was vanquished by men; and that it was followed by the golden age of splendor and prosperity.
   
   The second shadow, however, was brought by the same men; who empowered by their advancements and technology; and blinded by their lust for gold and power, blackened the sky and the water; and poisoned the land and the wind; covering the world on an endless night. Only the songs of the sun children could pierce a hole on the shadow, where the life could flourish again. The  remnants of the humanity, in order to prevent a new disaster on the land, accorded to divide it's knowledge, which they at last reckoned as too dangerous for themselves; and then the guild secrets were sworn and the masters-to-be founded the first cities.

   The third shadow is always foretold to be nigh. In the meantime,
WELCOME TO THE AGE OF THE GREAT GUILDS!

   As you may know, (unless you're a banished, of course) lots of journeymen are invested every year in every city. Younger and older, those who have earned this honor by completing their apprenticeship are sent into the world in pilgrimage by their masters; where they must find inspiration and learn their own lessons that will allow them to create a masterpiece; to become masters as well.

This pilgrims make their way aplying to all the odd jobs they find along their travels, making quests all along the daylands and the nightlands, and getting in all kinds of trouble along their way.

YOUR CHARACTER:
Assign this values (+2, +1, +0 and -1) as you wish, to: STRenght, DEXterity, CHArm and WISdom.
Choose a name and age for your character; and pick the guild where you've spent all your life.

CONFLICT RESOLUTION:
When your character attempts an action, GM will tell you what happens, always following the fiction. If he believes that you must roll, he'll hand you 2d6 and tell you which move you've just triggered. You only roll when you trigger a move.

Whenever this happens, roll 2d6 + apropiate modifier. Compare with the following table:
On a 12+, if the situation allows it, you achieve a flawless success. If it doesn't make sense, you get a +1 bonus in your next rolls.
On a 10+:Success. You achieve what you wanted.
On a 7-9: Success, but at a cost. The GM makes a soft move: He may present a hard choice and ask ¿What do you do? or determine a cost, complication or limitation for the action, but always giving you a choice to react.
On a 6 or less: You've missed. GM is allowed to make a move as hard as he wants, always following the logical fiction of the situation.

The specific descriptions of the outcomes for the other moves mean to be guidelines to apply this rules in other situations; but feel free to disregard them at anytime for the general table.
For the purposes of this guide, a 7 or more is always considered a hit. A 6 or less is a miss.


COMBAT (STR or DEX):
When you engage in combat with an opponent, roll +str or dex.  On a hit you wound your opponent or gain an advantage over him (describe how) but you're exposed to danger or cost. On a 10-11, choose one: You're not exposed to danger nor cost, or Your opponent is defeated, describe how. On a 12+, both things happen.
On a miss, you're at the mercy of your foe.

If the enemy is particularly tough, has any advantage over you or wears armor, you may get a -1 ongoing against him; -2 against very hard enemies. If the enemy is too tough to be fought in your situation, this move won't work at all; and you may have to do something before you can actually harm him.

In the same way, you get +1 towards any wounded foe, or whenever you can claim an advantage over him. When enemies are more helpless than that, you'll probably don't need a roll to harm them.

ENDURE THE BLOW (STR)
When you're hurt by any means (such as combat, traps or sickness), roll +STR (and here is where you add any armor you may have).
On a 10+, you're just injured (-1 ongoing until cured). Your GM will describe you the nature of your wound. On a 7-9, as above, but it costs you something to stay still (a permanent injury or scar, your weapon or your gear, any advantage)
On a miss, you're done: dead, badly injured or defeated.

If the GM says you're wounded and bleeding, count with that on the fiction. That means you may have to endure the blow again whenever you do something stressful, or pass out as a consequence of a bad roll.

DEFY DANGER:
Whenever you act despite any danger, be it of any nature, roll+relevant stat.
On a 10+, you do it. On a 7–9, you do it, but something went wrong. On a miss, you're at the mercy of said danger.

STUDY A SITUATION (WIS):
When you study a situation, person or place, or try to remember something you've heard on your guild or the roads, roll+WIS. On a 10+, you can ask any question about it; GM may ask how do you know or guess it, and will answer you honestly.  On a 7-9, Same, but at a cost. On a miss, maybe you're noticed or reveal a secret yourself, you see an unwelcome truth or maybe you realize something... too late.

BARGAIN(CHA): Whenever you bargain at any level with an NPC you have any influence on (ask your GM), roll +cha. On a 10+, they deal with you as you ask. On a 7-9, they demand some proof of trust.

AID OR INTERFERE: When you help or hinder someone , roll+appropiate stat. ?On a 10+, they take +1 or -2 to their roll, your choice. ?On a 7–9, they still get a modifier, but you also expose yourself to danger, retribution, or cost.

CASTING SPELLS (CHA or DEX):    
Whenever you lay hands on a target and sing a spell, roll +CHA. If you write the spell over your target by using the runes, +DEX.
On a 10+, the spell is cast as you intended. On a 7-9: there are complications or you must face a choice.
   
CRAFTING:
When you use the teachings of your guild to craft a work, describe it and the propierties it must have. Your GM will tell you which requirements (tools, time, help and knowledge) and limitations it will carry, and how much time it will take. Once you fulfill them, the work is done.

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brainstorming & development / Re: Consensus
« on: October 09, 2014, 03:10:39 PM »
looks awesome, i'll come around to see if you post the work anytime soon

10
blood & guts / Re: Help with magic system: learning from reality
« on: October 01, 2014, 04:24:43 PM »
thank you for your help! i've taken this option at least provisionally; i like it.

11
brainstorming & development / Guild World - General
« on: October 01, 2014, 04:19:52 PM »
This is a hack about adventure; about exploring a post apocalyptic fantasy world in which, after humanity corrupted earth, air and water with its technology in the past age (much like our modern age), now knowledge has been divided among tribes to prevent another disaster. This age is known as The Age of Great Guilds.

The players are journeyman; recently graduated from their apprenticeship, each in one of the different guilds (the game's classes), entitled to freely roam the world perfectioning their arts. Far from being actual real life workers, these "guilds" have perfected their crafts to a point in which their works and teachings delve deeply into the magical, so each class is in itself its own kind of wizard.

Weavers; that can spin and stitch the threads of fate, and alter the fabrics of reality to their whim
Glassmakers; that can reflect themselves as dopplegangers or look through people's hearts and learn their secrets
Miners, those that dig for the treasures of the forgotten era; and that know how to fix and use them
Shepards; who know magical songs and are spiritual guides of their flocks (human and animal)

etc.

I take inspiration directly from the Loom Videogame (i opened a thread some time ago for a specific question regarding combat); even what i want to build is more related to a colorful-post apocalyptic adventure time mixed with some ryuutama (japanese rpg, check it if you haven't done yet).

My first question that i have is: Would be very bad having a strong, well defined setting when making a *World game? i mean; Dungeon World or Apocalypse World have very "generic" settings, and i love the work they do into creating a setting through game. In the other hand, i have made a guild list, and i've written specific traits for each guild that make each one interesting (assassins guild is composed entirely of tree people; miners cant stand sunlight, etc). That backgrounds reflect on the moves, and some of them would make no sense if leaving them too generic.

My second question/idea:
I'm making a set of fixed questions, the same ones for each character. The questions will be something along:

-What's the most important teaching of your master?
-What's the goal of your pilgrimage?
-What thing you despise?
-What thing inspires your craftings?
-What is the deepest scar in your heart?
-What was the hardest part of your apprenticeship?
-What is your ultimate dream?

This questions must not be answered when the character is created, but left blank by the moment. (The player has assigned his stats and its eager to play). Instead, he can at any moment of the game reveal the truth about any of this questions to re-roll the dice after a bad throw, this time with a +1 on it (the roll must be related to the answer the player has given). You always have a +1 if you can relate it to an answer of your past.

This way, the past of the character is revealed at the same time as his present (like they do on tv series like LOST, Walking dead and such); and the player adds to the world's lore and mythology. The GM, of course, is encouraged to catch this answers and build the future of the character around them.


The third question is about explorational games in general, and on how would a game around exploration be treated like on the *world format. In next post, i'll write the basic moves i have as now.

12
blood & guts / Re: Discern Realities VS Spout Lore
« on: September 13, 2014, 06:00:01 AM »
I like your move, specially the 7-9 part.
And yes, im searching for other inspirations beside DW, but even in AW there is a difference between "open your brain" and "size up a situation", both in the fiction and in rolled attribute.

All the other hack moves are already written, so im a little reluctant to make a whole new attribute (int? per?) just to make a difference on both intentions. So maybe i'll just roll with making both moves fall under WIS, and let the fiction decide if the character searches for lore, or for a deep analysis.

Maybe only a move that goes:

When you analyze your surroundings using what you feel and what you know, roll +Wis

On a 10, ask any two questions. Your GM will answer them to the limits that you can possibly reach, and may ask you how did you know it.
On a 7-9, ask only one question. Your GM may later reveal a detail that you missed or forgot.

How does it sound?

Should i add a list of possible questions?

13
blood & guts / Discern Realities VS Spout Lore
« on: September 12, 2014, 05:04:50 PM »
So, in my hack, there are just 4 attributes (STR, DEX, CHA and WIS). So i'm going for having both discern realities and spout lore to be rolled +WIS, but im not sure if its a good idea. What could possibly go wrong, apart from the aesthetical dissonance effect? (im thinking on somehow "binding" both moves into a single one; maybe adding "What i've heard about this?" to the questions. 

I really like those moves for the capacity they have on creating "setting" from the nothing, so i'd like to keep the essence of both. How do other hacks deal with the "spout lore" functions?


PD: i feel like im flooding the forum with my hack's questions lately, i'm sorry!

14
blood & guts / Help with magic system: learning from reality
« on: September 10, 2014, 05:34:39 PM »
Hi! im making a fantasy *world hack, and im having a little trouble with the magic system.

In my world, magic is cast by playing "songs". All classes have a magical song among their move list (night vision, duplicate self, aura of silence, healing, unmaking, etc...). This songs are cast on targets by singing (rolling +cha), or enchanting objects by writing the runic transcription (rolling +wis).

The trouble comes here: in the fiction, outside the rigged songs that are learnt traditionally depending by your class, there are two classes that can compose their own songs: The musician and The weaver (because this guilds are the ones that composed all the known songs) The idea is that they can cast songs by using their own personal experiences as an inspiration, or any song they've listened closely enough to catch its "core". But i don't know how to represent this mechanically.

i've planned three options:

1: making a "song catching" move: When you are exposed to a song's effects (a singer) or a song source (a twister may carry a "spinning" song) roll +wis. On a hit, you learn the song (your MC will tell you its effects) and add it to your moves.
why i don't like it? Because i feel that it would drag the game, and i dont know if its right to have some players chasing owls in the forest in order to learn "night vision"; also its too abstract to work correctly (how does one learn to deflect bullets? by exposing yourself to a kevlar vest?)

2: instead of learning the song a priori, you can describe it a posterioriyou can use any song you want (describe it's effects) if you retroactivelly tell the MC what event of your life you use as inspiration. You roll +Cha or +Wis as usual if you either sing or write the song.
why i don't like it? because i feel its too OP, as the players can exploit this indefinitely. They can play a song of dismembering just by telling the MC that they teared a flower's petals when they were young. However, i feel that this move could work if i could manage some boundaries. Any suggestions?

3 you can learn a song whenever you level up. You can pick an existing song from your class traditions, or a made up one if you explain where did you learn it.
Why i don't like it? because i think its boring. However, it feels like the most sensible option.


Any opinions or ideas about this? Thank you in advance. I can answer any questions if you need any context for it. The hack itself is very high on magic, and is inspired by the videogame Loom, some good old nordic myths and the Adventure Time TV series. 

15
brainstorming & development / Re: LOOM WORLD hack. Problems about the damage
« on: September 07, 2014, 05:05:28 AM »
I've done a lot of work lately, and if somebody is interested, i'll post some here (though i'd have to translate it, i'm writing in spanish). But i feel like i could use some help in this question.

This hack has guilds instead of classes; i have nearly all moves regarding them; but i want to add a little thing more: Each guildmember earns XP whenever he does a certain thing (in addition of missed rolls and fulfilling quests)

I would appreciate some ideas for each "deed". Some are more obvious than others:

Thieves: Mark XP whenever they steal something withouth being caught.
Shepards: Mark XP whenever they guide correctly their "flock" (or party) during a travel
Miners: Mark XP when they uncover a secret.
Blacksmiths: Mark XP when they fulfill an oath, even an oath to themselves.
Reapers: Mark XP when they deal good old karmic justice (in their own opinion)
Actors/singers: Earn XP whenever they do something so awesome that there are tales about it.
Merchants: They earn XP whenever they close a deal.
Assassins: Mark XP when they finish a target

I need help doing the equivalent for Weavers, Glassmakers and Druids. Any ideas?

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