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Dungeon World / Re: BloodStone Idol, AP2
« on: April 29, 2012, 06:26:00 PM »
First off, I had so much freakin fun with this game. It just felt so pure and awesome. I can't wait to play again.
As with the first game, I struggled as the GM with the issue below. I'm sure 90% of it was inexperience, but as Donbaloo says, after nearly a dozen 7-9s seemingly in a row, what can you do? I felt like I could manage a combat scenario. But when the guys would try to defy danger to escape and 7-9 their rolls repeatedly, I felt a little lost with where to take the fiction.
After considering this today, I think I've come to a few conclusions that likely would've helped. Typically, on a 7-9, I didn't really give the guys a 'difficult choice'. So, in retrospect, I could've allowed them to escape, but at a heavy cost...like maybe the Thief's treasured Rope of Tricks is taken with the creature, but they get away. Or the Thief can stay with the rope, but risk the danger that comes with that.
So I really think allowing the same scenario to replay itself was probably my fault. I could've used the 7-9 as an out (with a cost) instead and moved along to the next scene.
The first game was fantastic, and this one was even better. So I think we're all getting a better feel for the mechanics and how to use them to drive the fiction. I really look forward to our next one!
As with the first game, I struggled as the GM with the issue below. I'm sure 90% of it was inexperience, but as Donbaloo says, after nearly a dozen 7-9s seemingly in a row, what can you do? I felt like I could manage a combat scenario. But when the guys would try to defy danger to escape and 7-9 their rolls repeatedly, I felt a little lost with where to take the fiction.
After considering this today, I think I've come to a few conclusions that likely would've helped. Typically, on a 7-9, I didn't really give the guys a 'difficult choice'. So, in retrospect, I could've allowed them to escape, but at a heavy cost...like maybe the Thief's treasured Rope of Tricks is taken with the creature, but they get away. Or the Thief can stay with the rope, but risk the danger that comes with that.
So I really think allowing the same scenario to replay itself was probably my fault. I could've used the 7-9 as an out (with a cost) instead and moved along to the next scene.
The first game was fantastic, and this one was even better. So I think we're all getting a better feel for the mechanics and how to use them to drive the fiction. I really look forward to our next one!
So, all of that to say yes, it was a terrifying and exciting scene. But, we had a TON of weak hit defy dangers and hack slashes there. That scene really stretched out and we were having real difficulties coming up with good weak hit tradeoffs. After about 10 or so, you start getting a little worn down creatively and then 7-9's start just becoming status quo results as you wait for that next roll to hopefully just succeed or fail outright. Anyone else deal with this?