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Messages - Kid Twist

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Apocalypse World / Re: Question about Apocalypse World LE Playbooks
« on: April 20, 2012, 08:15:10 PM »
I tried posting this on RPG.net, but I haven't gotten any hits. I'll see what I get here, but the playbook hunt is frustrating.

 I'm willing to draw a map or create a prop for a playbook. Here's what I have:

  • Touchstone
  • Quarantine
  • Maestro D
  • Faceless
  • Hoarder
  • Grotesque
  • Turncoat

I want anything I don't already own.

The rules:

1) I am not an artist. I'll draw a map out, but you won't get computer-generated backgrounds or anything. I promise I'll do more than draw a line with a big TRESURE HERE at the end, though.

2) No revisions. I'm pretty busy, and no playbook is worth the hassle of an editor. I'll take some general art direction in your request, but I'm not polishing it to perfection. If it's a prop with text, I can probably make some minor modifications.

I am also willing to trade playbooks. I will give you playbooks for a map as well, posted to the forum. It doesn't need to be amazing, but it should be a good try and give people something interesting to look at as a prop. I get sort of frustrated at the fact that everyone seems to want tons of playbooks in return, and I get that feeling people new to the game can have when they see all these cool playbooks around but they can't get them because they have none to trade, so that's why I make the map offer.

Let me know if you're interested! I'd really like to get a bunch of the fan-made ones. PM me if you're interested.

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Dungeon World / Re: Dungeon World with a GM and a single player?
« on: August 12, 2011, 02:37:14 PM »
DW is missing the reciprocity of Hx, where I modify what you say to me. But we also avoid the pain of setting Hx which is, even if you're used to it, a bit of an annoyance.

Ah, here's where we differ. I like the process of setting Hx, and to me, that interaction is what makes it awesome. I don't agree with you, but at least I better understand why you did it. =)

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Dungeon World / Re: Dungeon World with a GM and a single player?
« on: August 12, 2011, 01:41:00 AM »
They're just as much as part of the game as AW Hx, used for just as many moves. I don't think they've been de-emphasized. At the very least they make every game start with a solid background of who knows whom. At best, they provide a really strong basis for the game. Both are supported methods.

What you're missing out on is that clear background between the characters, since there are no other characters. In many versions of D&D what you miss flying solo is mechanical strength, in DW you lack that some but you also miss out on a chance to really define your character in relation to others.

I can see what you mean, but perhaps part of the difference in the feel is that the bonds seem optional. In AW, everyone goes around the table and creates bonds with everyone, and oftentimes, these start at some sort of bonus or penalty. Further, the players get a chance to change the assigned bonuses or penalties as well by adding in an extra detail on top of what the other players assign him or her. Further, these changes that could be made, this give and take between players, really helped to flesh out the background of the characters, since it often created tensions in the background stories they were crating that they had to resolve. In DW, I'm only required to create one bond. Sure, I'm encouraged to make more, but there's nothing requiring me to.

I think, if I had to summarize this, it would be that it seems like the players are developing the Hx of AW characters, whereas DW feels like you're assigning +1 bonuses to certain interactions, and without that give and take, the variance that can occur between characters, the Bonds system falls flat for me. I hope that makes some sense.

Maybe it will make more sense in play, but I somehow doubt it will. We'll see what happens Saturday.

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Dungeon World / Re: Dungeon World with a GM and a single player?
« on: August 11, 2011, 07:16:41 PM »
The biggest problem is the lack of intra-party relationships. DW is really built on the Bonds

At the risk of dredging up something that may have already been settled, I don't see this at all.

I get that bonds are supposed to be big, but when I look at the PDF for the rules, Bonds seems really underpowered. All they're used for is helping or interfering--important, yes, but there are a ton of other moves that don't rely on this at all. It looks like a remnant from Apocalypse World, and while I think AW does the relationships well, DW doesn't seem focused on it as much at all.

Am I reading something wrong? Is my interpretation incorrect? I'd love to be proven wrong, but the text doesn't seem to focus on bonds much at all. Maybe it need to be re-emphasized?

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Dungeon World / Re: Dungeon World at GenCon
« on: August 10, 2011, 07:24:27 PM »
Those designs would be neat. Do you have any others cooking for the other classes? I'm running a game this weekend with five players, so I'd like to see if I can make them all something like this.

Also, I'd need to know which design is which. =)

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Dungeon World / Re: DW Module - Black Oak Ridge
« on: August 10, 2011, 03:52:50 PM »
I really like these as well, as they give me a good sense of how I can prepare to run my own games. Thanks for the ideas! I'm thinking of making a couple myself. =)

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Apocalypse World / Re: Question about Apocalypse World LE Playbooks
« on: August 07, 2011, 04:09:11 PM »
I'm also trying of get a hold of any playbooks I can. I'm willing to trade the Quarantine, Touchstone, or a homemade map for them. I've already tried to make one trade, but the other party didn't hold up their end of the bargain. =( Any help in getting some would be appreciated.

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Dungeon World / Re: DW and Zork: Help me out?
« on: August 07, 2011, 10:39:49 AM »
I liked the idea of making a flyer for the group to find in the mailbox, so I did. Let me know what you think.

https://docs.google.com/leaf?id=0B84aiZYw73fvYWJlMTkxMjYtYjVkZC00ZDU1LTkwMWItNjMzNzc0MjFlMWNi&hl=en_US

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Dungeon World / Re: Antisinecurist's DungeonWorld Stuff
« on: August 05, 2011, 08:53:15 PM »
Yeah, the original Monk post doesn't make let us know what "spending extra time and concentration" means. How much is enough? It seems too vague to me.

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Dungeon World / Re: DW Module - The Goblin Hole
« on: August 03, 2011, 08:48:05 PM »
I know it is. I was just offering to people in general. Because, y'know, sometimes having a map you didn't draw is cool.

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Dungeon World / Re: DW Module - The Goblin Hole
« on: August 03, 2011, 07:26:49 PM »
For all those interested, I'd be willing to try my hand at making a map for you. It won't be some gorgeous work of art, but it'll be better than lines and stick figures. If you're interested, I'm willing to trade for some like work--AW playbooks and new DW classes are always relevant to my interests. =)

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Dungeon World / Re: Which version?
« on: August 03, 2011, 07:25:10 PM »
Can we get a rundown on the Spout Lore change? I'm running a game for my birthday, and I'll have 5 players, so I'll need to use something that's not in the red book. I'd just like to be able to plan appropriately.

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Dungeon World / Re: Dungeon World at GenCon
« on: August 03, 2011, 07:23:33 PM »
I am also curious about the buttons, and if we Guild-y types can get them if we're not going to GenCon.

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Dungeon World / DW and Zork: Help me out?
« on: July 27, 2011, 10:42:02 PM »
For my birthday, I'm going to be running Dungeon World. I'm a new dad, and my opportunities to RP right now are really limited, so this is something of a birthday present for me. =) I've decided to run the game in Zork, but with a huge re-imagining of it in order to blend it more cleanly with the feel of Dungeon World.

To that end, I've made a special move that I'd like people to look over and critique. I'm trying to make my Zork feel a lot like the Tin Man adaptation of the Wizard of Oz, darker and more complex. It's a more serious Zork, and to that end, I think this special move helps highlight both Zork and Dungeon World. I would appreciate feedback.


The Might and Curse of Quendor

Quendor was a land of high magic, capable of feats that no one has yet been able to replicate, and some of that might still lingers in the areas of what was once the Great Underground Empire. While in the Crumbling Empire, you may call upon the Might of Quendor to assist you in a task. You must specify how you’re owing this—invoking the name of the Flatheads, rubbing a lucky zorkmid, saying “xyzzy”—and it doesn’t need to be the same each time. However, once you do, your next roll is assumed to be 12—one for each of the Flathead siblings at the time of the curse—and you mark an experience point. Note how many times you do this.

Every time you invoke the Might of Quendor, you roll+Wis once for each time you’ve called upon it, including this time. On a 10+, nothing happens. On a 7-9, pick one from the list below. On a miss, pick two.
  • Your eyes become sensitive to light (can see in darkness; -1 ongoing to any move made in anything more than torchlight.)
  • You grow long, stringy fur all over your body (1-armor; ?1 ongoing to Parley when you aren’t threatening the other party. The armor is cumulative with other armors.)
  • You grow sharp, slavering fangs (Hand, 1 Piercing, Messy;  ?1 ongoing to Parley when you aren’t threatening the other party.)
  • Your body grows used to living in the Crumbling Empire (When Making Camp in the Crumbling Empire, you never need to consume a ration to heal and you always hit on your roll in dangerous territory; -1 ongoing to Saving Throws against any threat not from the Crumbling Empire.)
  • Grues do not attack you in the darkness (moving in darkness in the Crumbling Empire is safe; you take 3 damage per condition on this list per move in any light brighter than candlelight, and any light is uncomfortable to you.)
If you have obtained all of the conditions and need to pick more, roll your Last Breath. On 10+, you continue as you are. On 7-9, Death’s bargain is “Become a grue or die.” On a miss, you become a grue.

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