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Messages - dodonna

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Dungeon World / Re: Please critique my move
« on: December 24, 2012, 05:56:54 PM »
Yeah, the other problem with discovering a torch is that (if you stick to the original source) grues cannot abide light at all. Choosing the torch automatically negates the threat.

This is tougher than I thought. Thanks, all!

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Dungeon World / Re: Please critique my move
« on: December 22, 2012, 11:21:06 AM »
Fair point. I was trying to set it up as two positive outcomes and one negative outcome, presuming that the character rolling 10+ would at least include the not-being-attacked-by-a-monster option. But I guess I do need to account for someone choosing both positive outcomes and risking the negative consequence.

Stripped to the basics, the choices are:
1) an exit
2) a potential reward
3) combat

Should they be different? Should there be more? I was working under the assumption that 10+ was a total success and 7-9 was a partial success with a negative consequence.

How about this?

When you unexpectedly find yourself in pitch blackness, roll+WIS. On a 10+, choose 1. On a 7-9, choose 1, but a gurgling grue approaches you.
•   You discover an unlit torch in a little-used pocket or pouch.
•   While groping in the dark, you discover something interesting.

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Dungeon World / Re: Please critique my move
« on: December 20, 2012, 11:05:21 PM »
Based on the feedback I received, here's a rewritten move:

When you unexpectedly find yourself in pitch blackness, roll+WIS. On a 10+, choose 2. On a 7-9, choose 1.
•   You discover an unlit torch in a little-used pocket or pouch.
•   While groping in the dark, you discover something interesting.
•   A gurgling grue does not approach you.

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Dungeon World / Re: Please critique my move
« on: December 18, 2012, 09:11:32 PM »
Thanks all for the comments. I've played DW once at Gen Con Indy, but am otherwise new to storytelling-style RPGs. I'm still trying to wrap my head around moves, fronts and so on. I've thoroughly read the core book and the beginner's guide, but I figured that creating some moves would be a good way of getting into the right mindset.

FWIW, I did think the instant death option was wrong, but wanted to run it by the hive mind (and the HyveMynd). Really appreciate the advice!

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Dungeon World / Re: Please critique my move
« on: December 18, 2012, 06:09:08 PM »
FWIW, Zork is about as old-school fantasy as you get; it was one of the original text adventure RPGs. There were lots of things that could kill you outright. (Context for the "eaten by a grue" thing here: knowyourmeme.com/memes/you-are-likely-to-be-eaten-by-a-grue)

But, of course, the point is whether the move works for DW, and I agree with your other criticisms.

If it was reworded as "you feel the breath of a grue" (and assuming for the sake of the discussion that there WOULD be a situation in which a character was lacking adventure gear), would it work then?

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Dungeon World / Re: Please critique my move
« on: December 18, 2012, 03:05:25 PM »
It was intended to come up when a character unintentionally found himself in darkness. (In Zork, you had to worry about maintaining a light source while underground, or you would--after a few turns--be eaten by a grue.) I didn't intend for it to be something that a character would deliberately trigger. Do Dungeon World players typically try to "game" the system in such a manner? If so, maybe being eaten by a grue isn't too harsh a penalty after all!

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Dungeon World / Please critique my move
« on: December 18, 2012, 01:07:17 PM »
I'm planning to run DW for the first time in the not-too-distant future, and was mulling over a possible dungeon-specific move. I want to run an adventure that's deliberately old-school, and came up with this, inspired by the classic text adventure Zork:

When you find yourself in total darkness, roll + WIS. On a 10+, choose 2. On a 7-9, choose 1.

  • You recall to your delight that you stuffed a torch into a little-used pocket or pouch, and light it.
    As you grope around in the dark, you discover a hidden feature or object.
    You are not eaten by a grue.

Does that work? The penalty for a 6- is thematically appropriate, but it's also extreme...essentially a save vs. death. And, of course, if you roll a 7-9, you really don't have a choice unless you like being eaten by a grue. Would it be better to make it "choose 3" on a 10+ and "choose 2" on a 7-9; or to change the last option to "A grue does not attempt to eat you?"

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Dungeon World / Re: Newbie questions about custom moves
« on: November 21, 2012, 06:53:01 PM »
Thanks! The original module has an entire room of pools, filled with everything from healing potions to green slime. I thought that "the GM will tell you what happens" leaves the door open for me to be as cruel or benign as the situation warrants. (Though it likely would be less of "you just drank green slime!" and more of "giant tufts of hair emerge from your ears.")

I like your suggestion, but am wondering if that would be the right thing for an introductory game. You're right that +1 is pretty bland; I expect that the final menu of choices would be (hopefully) more imaginative.

My thought about how I would handle a second character drinking from the same pool was this:

When you drink from a pool that one of your colleagues drank from, roll + WIS . On a 10+, you gain the same benefit as your colleague and choose 1 more from the above list; choose 1. On a 7-9, you gain the same benefit as your colleague, but the water has a secondary effect that the GM will tell you about. On a miss, the GM will tell you what happens.

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Dungeon World / Newbie questions about custom moves
« on: November 21, 2012, 03:38:02 PM »
I'm tentatively planning to run my first DW session sometime during the holidays, but am still uncertain about a few things.

When do you inform players about custom moves? Take, for example, the "When you open a sewer hatch..." move on page 347 of the rulebook. Would you tell them about that when they enter the sewers, or when they first attempt to open a hatch?

When creating a custom move, may I assume that the only time I need to worry about coming up with a list of 10+, 7-9, etc. results is if the move would be triggered by a character's deliberate action?

With that out of the way, could you tell me whether the following might be a valid custom move? I'm thinking of running a session based loosely on the old D&D B1 module "In Search of the Unknown," and I thought the Room of Pools would be a good place for one.

When you drink from one of the pools, roll + WIS (not sure if it should be WIS or CON). On a 10+, choose 1. On a 7-9, choose 1, but the water has a secondary effect that the GM will tell you about. On a miss, the GM will tell you what happens.
  • Heal 1d6 damage.
  • Take +1 ongoing to hack and slash until the next time you make camp.
  • See in your mind's eye the location of the nearest treasure.
(These are just placeholders. There may be more/other options.)

Does that work? What if someone else drank from the same pool? (The pools in the original module had different effects, but they weren't random.) Would you need a "When you drink from the same pool..." move?

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Dungeon World / Re: Gen Con 2012
« on: August 21, 2012, 12:56:38 PM »
I played in a session Friday night at 8:00 pm. I'd read the rules, but was eager to see how it played with an experienced GM. I'm pleased to say that it was a lot of fun!

I'm sure that it helps to have players who are good at improvisation, but the ideas started flowing right away. The bonds generated a quick backstory for the group, vaulting us right over the "getting to know you" phase of a traditional RPG.

I played a halfling thief named Harcourt, and while I had a run of bad rolls, I was able to deliver at least one effective sneak attack.

We ran through several encounters--orcs attacking a tavern, a troll at the crossroads, and more orcs (and a hydra) in a cave--in under two hours. The GM used a set of geomorphic dice (http://www.dungeonmorphs.com/dice.shtml) to generate the caverns on the fly, and the next day I tracked down the dealer and bought a set for myself!

I'm currently running a 4th Ed. D&D game, but would strongly consider starting over with DW when the current storyline wraps up.

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Dungeon World / Gen Con Indy?
« on: June 14, 2012, 05:31:30 PM »
Will Dungeon World be represented at Gen Con Indy? I just bought my four-day pass, and was hoping to be able to try out the game there. Doesn't look as if there are any scheduled events.

Upgraded my Kickstarter support to the $25 level. Looking forward to the softcover and all of the other goodness!

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Dungeon World / Re: Newbie spellcaster question
« on: June 06, 2012, 09:19:21 AM »
Hi Dodoanna! Welcome :)
Nope, you got it right. But you can prepare spells at any time in a quiet, safe place and 'wipe' your mind, preparing a different 'cluster' of spells.

Thanks! I thought that this might be the case, but wanted clarification. My initial reaction to the rules set was "ah, so they're going for that 1E feel," but the idea of being able to prepare spells multiple times a day seemed to run counter to that.
[/quote]

Third level spells are VERY useful :)

That had occurred to me! It struck me that the 3rd Level spell lists for both the Cleric and Wizard occupied the "sweet spot" in terms of usability.

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Dungeon World / Newbie spellcaster question
« on: June 05, 2012, 11:20:56 PM »
Just learned about Dungeon World yesterday, and have been looking over the Beta document. I like much of what I've read so far, but am seeking clarification on one thing.

Spellcasters prepare spells whose total levels equal their own level+1. So, just to be clear, if a 9th Level Wizard selects a 9th Level spell, he/she also may take only one 1st Level spell? Is that the trade-off for not (necessarily) forgetting spells? Or is the intention that a spellcaster can prepare spells multiple times per day? I'm looking at this through an old-school D&D prism, and so I'm trying to wrap my head around what seems at first glance like a wizard with far less firepower than even the Vancian casters of old.

Not a criticism, just trying to get a feel for the material.

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