Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - bread wood

Pages: [1]
1
Dungeon World / Re: New GM - Paying Nature's Price
« on: July 12, 2015, 10:59:35 PM »
Those are good ways to look at it.  I'd considered the debt idea, but I can't see it fitting well with the game I imagine my friends will be playing - we're a more casual crowd.  The idea of what spirits want could be interesting, although I still feel like the consequences will have to impact them in some meaningful way in order for them to care.  Now that I think of it though, the idea that maybe the wind spirits want to blow free and now they have to walk through gale winds creating another danger of some sort? I'll have to think about it.

On another note, I've been spending a small amount of time experimenting with custom moves and classes, and it would seem this move is poorly designed, based on much of the advice I've seen online - I can't imagine a scenario where you would roll to use this move and not pick the option 'the effect you desire comes to pass'.  Am I missing something? That will always be a gimme, and then you pay a price afterwards regardless of how well you rolled.  If you roll a 7-9 you just give the GM a choice of how to mess with you - a 10 just lets you pick in what way.  If you're not willing to pay consequences of some sort, you wouldn't use the move in the first place, right?

2
Dungeon World / Re: New GM - Paying Nature's Price
« on: July 12, 2015, 10:58:19 AM »
That's a good one! Thanks, I'll have to think about that one, that could be a good way to take things!

3
Dungeon World / Re: New GM - Paying Nature's Price
« on: July 10, 2015, 09:51:44 PM »
Well, I understand that, and I plan to, but I'm not 100% they will have a good answer for me - this is basically the one thing I just don't get - for everything else, the vagueness of the instructions make sense to me, as it means everyone can create their own worlds with different interpretations depending on whom you play with... I've already had a bit of fun imagining different adventures down the road and different classes that I might create (or how to modify existing ones) down the road when we're more comfortable with the game.  The style of the game really appeals to me, it's just that this line just throws me for a loop honestly.

4
Dungeon World / New GM - Paying Nature's Price
« on: July 08, 2015, 11:16:50 PM »
Quote
Elemental Mastery

When you call on the primal spirits of fire, water, earth or air to perform a task for you roll+Wis.

? On a 10+ choose two.

? On a 7–9 choose one.

? On a miss, some catastrophe occurs as a result of your calling.

The effect you desire comes to pass
You avoid paying nature’s price
You retain control

So I just got all my stuff, and I'm starting the first session in a week (very excited), but I feel like someone will pick Druid for sure, and although I feel confident enough in handling other abilities and whatnot, I'm worried a PC will pick this power and immediately put ME in a spot by rolling bad and me sitting there without a good consequence for them. 

I've looked around for ideas but none have fully satisfied me.  To me, nature's price is something inflicted upon the self - the easiest example is fire burning through and taking a limb of some sort (whether temporary or permanent), but the other elements can be more difficult.  I had the idea that earth could perhaps make the PC part plant in some way, but I can't figure out a good way to implement that to be honest.  For water and air, I have a much harder time figuring out what harm could come to the PC specifically by those elements without straight up killing them (drowning for example). 

My question then, is does anyone have any ideas to build off what little I have? Any other interpretations? Water and air is the biggest struggle for me here, help on those would be greatly appreciated.

Pages: [1]