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Messages - stras

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1
AW:Dark Age / Re: The New Stats
« on: March 25, 2014, 11:56:29 AM »
Heh. There's no way to +1 posts here.

I like the separation of War and Prowess. A lot.

Completely aside: I want to play a Grace character.

When's the new countdown starting?

2
AW:Dark Age / Re: "Might"
« on: March 10, 2014, 10:14:51 AM »
To quote:

Thanks Vincent. This is really helpful to me! (The Troll-Killer in my game will be delighted :P)

3
AW:Dark Age / Re: PC NPC PC
« on: March 07, 2014, 12:13:08 PM »
PC - Location/Holding/Interest - NPC

4
AW:Dark Age / Re: Wolfspell
« on: March 04, 2014, 01:24:56 PM »
Read Worlds Without Master issue 2. ^_~

Or google it (there are references and AP reports up). 


In short it's a game by Epidiah Ravachol about people that become wolves to do something, and not all come back. I don't know if this is a tongue in cheek joke or reference though. But I know if we ever did a Wolfspell ritual we'd just break out and play some Wolfspell briefly (I happen to like the game lots though).

5
Dungeon World / Re: So, The Druid
« on: September 02, 2012, 12:19:29 AM »
One of the things listed in the move is to let the beast overcome them.  I've had a druid get ready to scout, miss his roll and turn into a raven only to flap off, go look for carrion, start building a nest, collect shiny things.

Or have the bear druid forget he was a person and become more of a bear.

However, my favorite is to have the land really get to them, and place a gaesa to go put something right.
* The soul of a woman wronged and killed nearby whispers through the land.  You shift and her voice drowns out that of the other spirits.
* The rent in the soil beneath you where the cults meet when both moons are black offends the land.
* The swamp cries out in the south, the burning of the dragon's breath boiling it's brackish lifeblood.

You know give them a cool vision, have their dreams be nothing but this till they right it.  Have them suddenly start needing sustenance.  More stories from failures I say!

6
Dungeon World / Re: Lay on Hands
« on: August 27, 2012, 04:37:24 PM »
Farrel - keep in mind that on a 7-9 the damage just gets shifted (to the paladin).  And on a 6- you can make a move, as hard as you like.  Meaning, unlike other games where it means essentially an infinite stream of healing, magic has a price and is limited by the base mechanic.

Sometimes it's just better to rest.

7
Dungeon World / Re: My problem at being the GM
« on: August 27, 2012, 04:30:27 PM »
As far as I can tell, the players state what they're doing, and the GM calls for rolls as appropriate.

Obviously at a table, there will be some back and forth.

GM: "That sounds kind of dangerous.  Give me a Defy Danger pluuuuuus..."
Players: "Str!" "Dex!" "Wis, it's about him noticing the ledge."
GM: "Sure, lets go with Dex."

Player: "I try to puzzle this out..."
GM: "Cool."
Player: "What do you think? Is that a Discern Realities?"
GM: "Oh yeah! Gimme a roll + int!"

I'm not surprised at your Newbie/Experienced player story.  I'll never forget the looks on the faces of my players when a first time roleplayer rallied a village to come and help (they never thought of it because of preconceptions - clearly the heroes have to solve all problems on their own!)  Playing these games sometimes damages our capacity to roll in the fiction, and that's what the players should be doing: putting down a story together.  The game's pretty robust.  It can handle most things.  Thinking inside the moves as your only options frequently stymies it.

If they look up, and wait for you to acknowledge a move, just do it.  It's cool.  The book gives you permission.  Don't let it rattle you.  It's just part of the back and forth.

8
Dungeon World / Re: Confused and need help
« on: August 24, 2012, 11:14:34 AM »
@Dracones: You are right (as is Scrape right after you) I believe.  The difference is often one of proportion.  You deal damage and you take damage is certainly valid, but it's a scrum.  On a six-minus there is not only the possibility of a disproportionate hit (the ogre hits you with a tree, you go flying, your shield and sword dropped) where there isn't a 'give and take' or even ground in the fiction.  This is of course mitigated by tags and other things which muddles a perfectly clear answer (what if you're hit, but the monster has Forceful? Wouldn't you go flying then?  Well yes so long as the fiction isn't 100% opposed, but that's not the default case).

But on a 7-9 hack-and-slash you wouldn't for example collapse the ceiling, or light the room on fire.

9
Dungeon World / Re: My problem at being the GM
« on: August 24, 2012, 11:03:15 AM »
I have a different question.

Why does this make you feel stressed?

10
Dungeon World / Re: so many arrows
« on: August 24, 2012, 10:50:59 AM »
I suspect it may be an editing issue? I would expect all arrow-ammo to conform to a specific format.

11
Dungeon World / Re: Gen Con 2012
« on: August 24, 2012, 10:43:25 AM »
I ran three games myself (including an after-hours one for skinnyghost!), but I kept either seeing all the games be full before they were even written up on the board, or stepped out a couple times so that folks that had never played got to experience it.  Next time I'll definitely try to catch at least one game! :)

Also those dungeonmorph dice/cards seem super cool! I'm sorry I missed them at the con, I might have to see where I can procure a set.

12
Dungeon World / Re: Confused and need help
« on: August 23, 2012, 12:26:59 PM »
Re: Events, Outcomes, Waste, etc.

See, this is actually where my confusion stems from.  The book and these articles are trying to rewrite and add new terms for old things.  This is not meant as an attack against DW or other indy games.  But I don't see the need for it.

Where I started getting confused at was the term golden opportunity (referring to when a player fails a roll).  In the context, it is used as if it was something unique, when really it means "GM do something cool now."  Or in any other game, "The GM takes an action with a monster".  

Sarim, there's a bit here that I'm not sure if the guys drove home (it might be in the linked article).

The difference between a GM move and a golden opportunity is that you can make a move as hard as you like.

This is the difference between a hard and soft move.  In say 'D&D' or another trad game, taking an action with a monster is a soft move followed by a hard move post dice adjudication.  Let me demonstrate.

The traditional monster turn is "X attacks Y, roll to hit, roll for damage, Y roll to escape grapple/being-sucked-Elsewhere/save-vs".

In DW on a 7-9 you may hit the critter, and it 'launches at your throat' or 'throws a fireball at you' and you can defy danger to get out of the way, get an assist from someone tackling you down etc.  This is a soft move.

A hard move means you're hit. Period.  Instead of 'the monster swings' it's 'your collarbone shatters under the mace, roll for damage'.  It can of course be things that affect everyone "the avalanche buries the area, what do you do!?" or a move of any Hardness (including softs) and not just damage  "the earth elemental's hand fuses to solid rock around you! What do you do?".

In general that golden opportunity is a great time to change up the battlefield, flip tables around and so on.  Remember that moves snowball.  So a soft move will prompt a player move, which usually prompts another action.

A hard move may take a number of rolls to resolve (be it via healing, or struggling with fixing the problem).

And finally when everyone pauses and looks at you like 'what next' start with a soft move "the goblin leader steps forward, glares, and throws his spear over your whole squad in a challenge!  What do you do?"

Hope that helps! :)

13
Dungeon World / Re: Pre-Release Character Sheets
« on: August 13, 2012, 05:34:13 PM »
What size would you prefer adam? 8 1/2 x 11?

14
Dungeon World / Re: Custom Builds from Source
« on: August 13, 2012, 03:01:15 PM »
It's also lightning fast and tremendously responsive.  Good job!

15
Dungeon World / Re: Pre-Release Character Sheets
« on: August 13, 2012, 02:58:23 PM »
I think the new sheets are clean, pretty enough, and present the information in a more usable format.

That said I like the old ones (although i'd reorganize them a bit).

The reason is as follows: the old sheets (like the AW tri-fold playbooks) are unique.  When you fan them out on the table people wandering looking for games lean over and ask 'what is that'?  When you're running games at cons it's probably the best reaction you can have.  Also Emily's art is striking.  It helps inspire, and folks respond to it (I've had folks mention things from the art as backing for what they're doing in-game a few times).

Also I need to post my online sheet-maker.

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