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Messages - Mike Olson

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1
Dungeon World / Re: Spend XPs to turn miss into a 12
« on: September 10, 2012, 10:53:19 PM »
I like systems that allow the player to change the result of a bad roll by spending resources.
Me too, normally, but not in Apocalypse-powered games. I like how unforgiving the core mechanic is.

In a game like DW, with its focus on stuff like hard bargains and tough choices, when you give players a resource to spend to turn success into failure, you're saying that the game is about success vs. failure, but it's not -- it's about contributing new details and dramatic elements to the narrative.

2
Dungeon World / Re: Gen Con Indy?
« on: June 15, 2012, 05:26:29 AM »
I'm definitely getting in on some DW at GoD. Eager to see how a game run by someone outside my little circle of SoCal DW enthusiasts goes.

3
Dungeon World / Re: Evidence of Living Dungeon World at Gamex 2012
« on: June 10, 2012, 12:21:13 AM »
(October is Big Bad Con too.)
Spoken like a man with no familial commitments!

Actually, October is traditionally the month when I get together with friends up in Washington State for what could be considered a very mini mini-con. But that's framed as "seeing old friends," not "gaming all weekend." It's both, really.

4
Dungeon World / Re: Evidence of Living Dungeon World at Gamex 2012
« on: June 10, 2012, 12:10:08 AM »
Oops! Sorry Sage and Adam!
I wouldn't sweat it. That Kickstarter seems to be doing all right.

Quote
Which city? Closer to civilisation (i.e. Los Angeles), I hope!
Have you priced five-bedroom houses closer to LA? That's a non-starter. No, we're moving to Temecula. Southeast of Irvine, closer to San Diego. Plenty of room, my own office, backyard for Ben... time to be grown-ups.

Quote
It'll be time to start thinking about the September Strategicon soon... ;)
Yep. Right after July Comic-Con and August GenCon. But October's free... by which I mean that's my deadline to finish ARRPG, so not all that free, really.

5
Dungeon World / Re: Evidence of Living Dungeon World at Gamex 2012
« on: June 10, 2012, 12:00:36 AM »
I'd consider crossing the ditch for an Oceanic LDW.

BTW, Mike, I seem to recall I was supposed to be digging up some LDW photos from last time. Who was that for?
I think it was for inclusion in the Kickstarter's video, but that thing's done, so... never mind, I guess. (Hey, I didn't manage to get my pics to them in time, either.)

Speaking of which -- I'm still planning to recap LDW (and the full weekend) on my blog, but we're moving to a new city in a few days and life's just been too hectic to get to it. I'm going to be taking pictures of all the props we used too, because some of those (especially the XP cards) were pretty cool.

6
Dungeon World / Re: [Kickstarter] Now Live!
« on: June 05, 2012, 03:00:03 AM »
In other news, I convinced my FLGS to back at the Merchant Prince level, which leaves me in a quandary. I have gobs of store credit there from a recent Magic card purge. Logically, I should just buy a hardcover copy of DW from them when they get it in. But then I'm missing out on the shirt, so sound financial decisions will have to take a back seat on this one.

7
Dungeon World / Re: [Kickstarter] Now Live!
« on: June 05, 2012, 12:22:41 AM »
Rough first day with the Kickstarter, I know, but tomorrow's another day. Here's to hoping the pledges pick up as word spreads over the next week or so. I'm fully confident you guys'll hit that goal!

...

8
Dungeon World / Re: Using Dice - Best and Worst - Question
« on: June 04, 2012, 09:41:01 PM »
I wouldn't, though, use it to mess with the 2d6 + X core rule of the game, though - that one has a pretty specific margin of fail / complication / win and could be dramatically unbalanced without lots of care.
Agreed. I wouldn't want to see the core mechanic changed. I like how the odds of a hit are good, but there's nothing you can do to affect it once you roll.

9
Dungeon World / Re: Undertake Perilous Journey - Clunky
« on: June 03, 2012, 12:14:58 PM »
I hadn't looked at this move until just now, and yeah, it definitely seems inspired by TOR to me -- that was the first thing I thought of even before adam mentioned it.

While I get why rations are treated the way they are (as a measure of travel time), I think I'd rather see them used like Ammo: Spend one when something goes wrong.

The TOR travel rules are, IMO, a bit fiddly and inelegant, although I admittedly have very limited experience with them (my apologies again to anyone I ran TOR for at GenCon last year -- only later did I come to understand what a terrible, terrible job I did). I'm not thrilled to see UAPJ go down that road. I'm not saying it can't be done well, and I'm glad it's now explicit about having multiple characters participate, but the current version is odd, for the reasons already stated.

Oh -- and I don't like that it's been changed from +Con to +Wis. Con needs more moves.

10
Dungeon World / Re: Evidence of Living Dungeon World at Gamex 2012
« on: June 03, 2012, 03:31:01 AM »
I don't think we had any PC deaths this time around, thanks in part to random monster damage. (We had the players roll their own damage taken. I wash my hands of your potential death, PC!)

Not sure about maps, but we had some pretty cool visual aids and stuff that I'll post pictures of as well.

11
Dungeon World / Evidence of Living Dungeon World at Gamex 2012
« on: June 02, 2012, 09:33:12 PM »
Hey hey. So last weekend a few of us ran a scaled-down Living Dungeon World, and over the course of the next week or so I'll be posting some stuff about it on my blog, including pictures and a recap of the event (and the rest of the con).

First up: Pictures of the Big Board.

(For those not familiar with what that's all about, every time a fact about the world is established, whether thrown out by a player or GM or emergent through play, we write it down on a sticky note and stick it up on the Big Board. As the weekend progresses, we collaboratively build a setting together. This particular setting was pretty wacky, but totally in keeping with the premise of the weekend's fronts. Here are some pictures of the Big Board from the first LDW back at OrcCon in February.)

12
Dungeon World / Re: Beta 2 Questions / Feedback
« on: April 03, 2012, 12:50:43 PM »
Btw, any new on beta 2.1?
Should be news.

Couldn't resist!

13
Dungeon World / Re: Archer moves for Ranger
« on: March 27, 2012, 12:06:16 PM »
One of my players noticed that there are no advanced moves for building an archer. Of course, the Ranger gets Called Shot, but it is it.
Yeah, we noticed the same thing (and whined about it to Sage on Twitter!). All kinds of support for blazing a trail through the wilderness, and even for fighting with two weapons, but nothing for the AD&D ranger's (to me) iconic weapon.

The easiest thing to do is adapt the dual-weapon advanced moves, but it's not necessarily the most interesting option. I like giving arrows the Piercing tag, and Noofy's moves.

I don't really know about making an Archer mini-playbook, though. The Fighter pretty explicitly is melee-only -- notice that his Signature Weapon options specifically exclude bows, or anything that could pass for a bow. What's the alternative? An Archer playbook that comes with a Signature Bow? The Ranger's already the only playbook with any real support for Volley; if it were me, I'd just extend that to make Ranger the Volley playbook as a counterpart to the Fighter instead of making a new archery add-on class. If a non-Ranger character wants to get more into archery, they can multiclass to Ranger, just as a non-Fighter character might multiclass into Fighter to be more effective with Hack and Slash.

(Although even that analogy doesn't hold up that great, because multiple playbooks get advanced moves for Hack and Slash or damage-dealing in melee, but last I checked literally nobody gets an advanced move for Volley.)

14
Dungeon World / Re: Is Carousing too expensive?
« on: March 26, 2012, 10:52:37 PM »
We used an abstract wealth system for Living Dungeon World, with many between-sessions moves being "roll+Treasure spent." The idea was that Treasure gained in a dungeon was usually barter, not coins on the realm. Each Treasure was worth a certain number of GP based on level (15 gp/1 Treasure at 1st-3rd level, 25 gp/1 Treasure at 4th-6th, etc.). You could "cash in" Treasure for gold, or spend it on the downtime moves (Seek Hirelings, Conduct Research, Tithe, Carouse, Reclaim a Stronghold, etc.). I think we'd said that any Treasure not spend on something was lost, unless you had a Stronghold to keep it in.

Anyway, it worked really well for our living-campaign convention environment, but it may be too abstract for some.

15
Dungeon World / Re: The new character sheets...
« on: March 26, 2012, 03:24:26 PM »
As far as the art being prescriptive: so what if it is? I don't quite see a problem with someone saying "oh yeah, that picture is my dude(tte)."
I do. The problem I see is this:
Quote from: Dan
I think my problem is that the art reads more like a specific character than an archetypal one, so if I was making choices during chargen that diverged from the art I might feel some cognitive dissonance.

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