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Messages - jjafuller

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1
Dungeon World / Re: Custom Builds from Source
« on: January 31, 2013, 09:31:23 PM »
That's a good question. I think they are used to denote move results inline.

2
Dungeon World / Re: Monsters in spreadsheet/database format
« on: September 23, 2012, 10:57:26 PM »
It is definitely doable, just not entirely straightforward since the monsters are not completely encapsulated. Take the following example:

Quote
<p aid:pstyle="MonsterName">Goblin Orkaster   <span aid:cstyle="Tags">Solitary, Small, Magical, Intelligent, Organized</span></p>
<p aid:pstyle="MonsterStats">Acid orb (d10+1 damage ignores armor)   12 HP   0 Armor</p>
<p aid:pstyle="MonsterStats"><span aid:cstyle="Tags">Near, Far</span></p>
<p aid:pstyle="MonsterDescription">Oh lord, who taught them magic? <em>Instinct</em>: To tap power beyond their stature</p>
<ul><li>Unleash a poorly understood spell</li>
<li>Pour forth magical chaos</li>
<li>Use other goblins for shields</li></ul>

The Goblin is missing a "<monster />" wrapper that would make parsing simpler, And, while name, stats, tags, and description are encapsulated, moves are not.

3
Dungeon World / Re: Custom Builds from Source
« on: September 12, 2012, 11:44:10 AM »
This is fantastic, and has been very useful as a quick reference during play.  Thanks!

I don't know if it's intentional, but your build misses a few of the chapters in the source:  Example, Moves Discussion, and Class Moves Discussion.

I believe they were removed from the official book, right? I don't remember seeing them in the preview pdf.

4
Dungeon World / Re: Custom Builds from Source
« on: September 08, 2012, 10:55:25 AM »
Alright, I just did a new build based on the latest source, I also changed the following:

  • Table formatting in character creation
  • Clearer monster tag presentation
  • Clearer spell tag presentation

5
Dungeon World / Re: Custom Builds from Source
« on: September 06, 2012, 08:52:21 AM »
Sounds great. Will you announce it here?

Yeah, I can do that.

6
Dungeon World / Re: Custom Builds from Source
« on: September 05, 2012, 04:22:58 PM »
@kallisti_dk, absolutely, I'm also planning on adding another PDF with the Open-Dyslexic font

7
Dungeon World / Re: My problem at being the GM
« on: August 22, 2012, 01:07:18 PM »
@mease19, ah, I get it. I was approaching this from a game perspective, but it really doesn't have anything to do with the game. Its a matter of unclear social expectations between players.

@(not that) adam, didn't mean to derail your thread.

8
Dungeon World / Re: My problem at being the GM
« on: August 22, 2012, 11:37:41 AM »
This seems like a completely alien concept to me. I usually have the opposite problem, where dice are slamming into the table and I have no idea why (players rolling for moves rather than engaging the fiction).

I would recommend that you call for moves/rolls when players do things that would trigger the action, as it is a powerful pacing mechanism, and  to signal to the players when they need to engage the mechanics. So, if the wizard says, "I cast magic missile," I would respond, "so, you're casting a spell?" or "roll+int."

It sounds like what you want is for the player to say "I cast magic missile" and then immediately roll on their own. If they do that, they are skipping stakes/move negotiation. This usually isn't as much of an issue with the above example, but I frequently run into the situation of "I swing my sword at it," and the player rolling for hack and slash, but I would call for defy danger, because simply swinging their sword at the thing wouldn't trigger hack and slash.

9
Dungeon World / Gen Con 2012
« on: August 21, 2012, 10:17:22 AM »
For those of you able to attend, how did your games go?

10
Dungeon World / Re: Custom Builds from Source
« on: August 14, 2012, 11:22:28 AM »
Sorry for the double post.

On "Character Creation", 6. Figure Out Modifiers - something went wrong with the modifiers list, which shows:
Quote
ScoreModifier1-3-34-5-26-8-19-11012-15+116-17+218+3

You are absolutely correct, I forgot to put the indesign => xhtml table transmogrifier in the new build script. I'll get that fixed in the next revision.

11
Dungeon World / Pre-Release Character Sheets
« on: August 12, 2012, 09:35:38 PM »
What does everyone think about the new character sheets? I think I like them. I kind of liked the landscape layout of the previous versions, but the new ones seem more clear.

12
Dungeon World / Custom Builds from Source
« on: August 12, 2012, 07:34:19 PM »
I know I've seen various peoples post custom builds from the source over on github. And, with the pre-release version I cleaned up my generator and posted it online. Hopefully my scripts will prove helpful for others generating their own builds.

The source is hosted here:

https://github.com/jjafuller/dungeon-world-custom-build

And the output can be viewed here:

http://book.dwgazetteer.com/

13
Dungeon World / Edits
« on: August 10, 2012, 12:46:01 PM »
Has anyone been following allowing the revision process on github? While most of the edits are improvements, seems like a few lose some of the previous flavor.

For example:
- Before: This is Avon, summoner of Things From Beyond! He's a human wizard...
- After: This is Avon, mighty Wizard! He's a human...

14
Dungeon World / Re: Two Weapon Fighting
« on: July 02, 2012, 07:47:41 PM »
Ultimately you would be doing something that is not covered in the rules, so it would be up to the table you were playing with. I could see this working for a fighter where you say his signature weapon is a pairs of long swords, so you would be able to obtain additional benefit that way.

As written, I would say the assumption is that most classes are not trained to use more than one weapon at once, so they would not gain the benefit from both. Or, more realistically, you might actually suffer a penalty due to the cumbersome nature of duel wielding.

15
Dungeon World / Re: Two Weapon Fighting
« on: July 02, 2012, 07:18:57 PM »
Maybe I can't explain myself properly. It's not about the ranger. I'll try again.

I'm a paladin weilding two longswords. I describe how skillfully I strike with both weapons and roll a 10+ on a hack & slash. Do I roll 1d10+1 or 1d10+2 for damage? Do their bonuses stack or not?

Ah, in that situation the second sword would be purely for color, so +1.

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