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Messages - azato

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1
Dungeon World / Re: Hit and Miss
« on: August 25, 2012, 10:40:49 PM »

The only other option is to have the moves spell out what happens on a miss, and I think that would be very limiting. When the player misses their +CON roll and suffers the poison effect, there are any number of ways the GM might handle it. Depending on the campaign tone, established fiction, and condition of the party, there are a lot of choices you could make. If they're really hurting, then a simple -1ongoing will sting. If they're starting strong, you can act a lot harder without screwing them over.
[/quote]

Here is the rub, as I see it. The way I normally GM (outside of DW) is that character death is fairly rare. That doesn't mean that the characters act in nonsensical ways since they know my hesitancy to kill characters. In general, I think killing off characters often interrupts the narrative.

Along comes DW and they say make it dangerous and don't be afraid to kill characters, so I decide to go along with that. Actually, I am fine with that since that is supposed to be the tone of the game. Now what you are talking about here is to take me back to my old ways and fudge things enough that the players struggle but make killing more rare.





2
Dungeon World / Re: Hit and Miss
« on: August 24, 2012, 05:25:04 PM »
Actually they do. They say that on a miss the GM has a golden opportunity, and that a GO is a move as hard as the gm likes.

You are right, as I stated it, I was very wrong... My point, poorly stated was this...

I found it difficult to find what happens on a miss besides a miss in the book. There is a tremendously good combat example, except it never covers a miss..but plenty of times on a partial hit.   

In fact, looking at a supplement they have a creature with poison. On a 10+ for con you are OK...On a 7-9 the players picks two.. Nothing is said on a 6-.   

Go with the assumption you do not know what happens on a 6- other than a miss, assume you have never played anything but DND, and go through the rules page by page and see how quickly you come to the right idea in clear terms.

It could be just me. :)





3
Dungeon World / Re: Hit and Miss
« on: August 24, 2012, 07:05:35 AM »
The problem with the rules, in my opinion, is the rules do not clearly state what happens to a character on a "miss". A 6- isn't just a miss, it means something bad happens.

4
Dungeon World / Re: Hit and Miss
« on: August 23, 2012, 08:01:18 PM »
So "on a hit" is a broad term including on rolls above 7.

Also, I don't seem to find this explanation in the rules proper.

Yeah, I had the same problem....Think about it this way....
10+ The player succeeds
6-   The enemy succeeds
7-9 They both succeed..or the player just partially succeeds

Beyond just combat, you can think about the enemy as being a trap...poison...a hidden item...etc.

Also, the enemy succeeding means the creature makes a move ...it could be destroying something, knocking a character down, etc....up to and including dealing damage.


5
Dungeon World / Re: Finding Secret Doors
« on: August 05, 2012, 02:32:55 PM »
Good stuff, everyone.

6
Dungeon World / Re: Finding Secret Doors
« on: July 30, 2012, 10:17:57 PM »
I made a snap judgement to run the module right then and there. I had no prep time. ZERO, I mean...I opened it up an ran it right then and there. What i had was an old school DnD module that I ran a couple times years ago.

So yeah, it would have been nice to have some to create and flesh out impending dooms, prewritten fronts, more descriptive stuff in the rooms, and a fully developed  thesis on the existential reasons for secret doors, etc, etc. etc.  But that was beyond what I had and what I was capable of.

I really don't have the ability to create detailed scenes...nor the desire to come up with a detail way of triggering a mechanism when nothing is stated in the text.  I wish I could, but i cant. What I have is a a module that on the map is an "S", all I really care about is knowing what is the proper mechanic to handle looking for finding that secret door. There seems to be a number of items that are part and parcel to the genre that are left out of the rules. And maybe for you story type guys, you have your ways of handling that, but that isn't always so clear for me coming from a mechanical system. I think based on the wide range of responses to this, there is a gap since basically each person has given a different take on how to handle the situation.

I do like the idea of the failure to mean something bad, and that it will trigger a move. I think that it would make people more conservative about how often Discern Realities is used. I think that it would make sense to perhaps even trigger moves that are not directly related to what the characters are doing. I have never been a fan of wandering monsters, and they didn't make sense in this scenario, but that may be a good use of a hard move...failure with a discern realities.

I do appreciate everybody answering, and I got something from everybody who responded...You are a great group of guys.



7
Dungeon World / Re: Finding Secret Doors
« on: July 30, 2012, 07:23:04 AM »
After reading what people wrote...seems there are some inferences. 

Due to much few people showing up than expected I went to an old module The Sinister Secret of Saltmarsh. They are paid to explore a **spoiler alert** "haunted house"...which looks like a small Victorian mansion. There are no threats until later and it makes sense that they would both be looking for secret passages and that they would have time to look for secret passages.

No, finding the trap door was not necessary but was helpful.


My biggest problem is with the lack of "rules" for handling such a common situation...and me trying to follow the spirit and the letter of the rules.
In the game system I normally play, if a people were searching for a door **I** would secretly roll the one die roll for them all and tell them whether or not they found anything. Thy would never know if they made a successful check or not...and thus maintain the mystery if they didn't find the door.

8
Dungeon World / Re: Finding Secret Doors
« on: July 28, 2012, 09:47:15 PM »

Why do you feel they are discovering secret doors too easily? More over: what do you use secret doors for?

Well, if ever room the first player blows a roll, the second person rolls. If that person fails then the next person rolls, etc...until a success.  Then, in effect every secret door is always found and then there is no such thing as a secret door.

I do like the advice of other player aiding....Actually there is a bunch of good advice from everybody.

9
Dungeon World / Re: New Class: The Mystic
« on: July 27, 2012, 01:19:46 PM »
I am disappointed...I thought this class would allow you to play Van Morrison. 

10
Dungeon World / Finding Secret Doors
« on: July 27, 2012, 01:18:24 PM »

I have been using Discern Realities for them to seach for secret doors. They seem to discover them too easily...especially if multiple people are doing the Discern Reality move. 

Thoughts????

11
Dungeon World / Re: Black Lotus?
« on: July 17, 2012, 08:05:16 AM »
Thanks, Noofy....I think I was unconsciously doing a Lovecraftian take on the substance. I do like the mechanical rework you did.

12
Dungeon World / Black Lotus?
« on: July 16, 2012, 08:58:14 PM »
Here is my initial run....feel free to chime in...

Phial of black lotus
Inhale - Defy Danger +INT
Character inhaling the powder will suffer significant an horrifying visions. A failing throw will result in madness which will slowly fade. A partial success gains (1) one benefit but with madness or gaining the notice of extra dimensional  being. A full success gains a two benefits without too much after-affect other than being unconscious
  • Gain sprout lore into some mystic area
  • Find a creature roaming the dark pathways..perhaps tie to later summoning spell.
  • +1 forward for the rest of the adventure on magic rolls

13
NICE!

14
Dungeon World / Re: Traps
« on: July 16, 2012, 12:38:44 PM »
What? Like this :)

That....is.....EVIL!  :)

15
Dungeon World / Re: Traps
« on: July 14, 2012, 03:32:17 PM »
This trap fills the room with sand and if the characters do not get out in time, they will suffocate.


Danger: Sand Trap
Impending Doom
  • One Foot Deep - Hard to move around - Dex Roll or Fall
  • Knee Deep -
  • Waist deep - Save vs Str to keep from being entrapped.
  • Chest Deep - Save vs. Strength - keep from entrapped - cannot untrap oneself.
  • Head deep - Suffocation starts.
  • Dead

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