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Messages - samuraiko

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Dungeon World / Re: Players want a more Gameist Combat
« on: September 08, 2013, 06:05:36 PM »
DW is already set up for tactical play. Fictional positioning is everything that you need in order to do tactical play and the system is flexible and resilient enough to handle it. What it comes down to is getting into the minutiae of what the characters are doing. D&D is a simulationist game with tactical combat. Round after round of attacks vs AC are just summations of the various things that combatants do as they engage each other. Hack & Slash does sort of the same things, but you can get more in depth with DW than you can in D&D. Defy Danger is the ultimate tool in doing this. I run DW for some friends, one of whom I met through my dojo. When we're feeling it, we get into the more specific information of footwork, strikes, counters and balance (much to the boredom of everyone else who doesn't practice a martial art). It just takes interest and imagination to break down the exchanges into different things that can be represented. Blocks are usually represented by CON, Holds with STR, Feints with INT or WITS, but all within Defy Danger. But all of this is superseded by fictional positioning. My friend literally talked his way through disarming an opponent without ever making a roll because it followed from the fiction and he carried the superior positioning within it. It's all there, it just has to be used differently.

That being said, DW isn't specifically designed for the usual sort of Tactical combat. Games like FATE, Exalted and D&D do that style better (especially the latter). If we're ever really longing for a precise FF Tactics sort of game, I usually break out the premade grid maps and run a Hero Quest-inspired game using the tactical rules from D&D 4th Ed.

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Dungeon World / Re: custom weapon questions
« on: June 28, 2013, 08:39:25 PM »
Not that is needs to be said, since you've already answered your own questions to your satisfaction, but "be a fan of the characters."

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Dungeon World / Re: Running Chases
« on: January 04, 2013, 04:42:45 PM »
I agree, it really depends on the context, but also what the PCs want out of the chase. Splitting the group of orcs is a great way to challenge the PCs (as well as Use Up Their Resources/Separate Them). Other things to think about are things that change the dynamics of the immediate situation, like what if some of the orcs turn to fight while the rest keep going (knowing that they'll likely die to help their allies get through)? Or maybe the orcs start throwing obstacles in their way? Look at chase scenes from movies and literature for ideas. Look for moves within those and try to read what the conversation between the parties involved is.

As I've become more familiar with running DW, one of the things that I'm starting to do more and more (to some increasing benefit) is to snowball my moves. I don't choose to deal damage as often as I used to, instead I set up something for the future. Notably this helps for when the PCs roll 10+ and I can't necessarily turn something back on them in the moment. Instead I get to pull from something I've already insinuated into the narrative (Reveal an Unwelcome Truth/Signs of an Approaching Threat) to keep things interesting. Maybe they've just barely succeeded in squeezing through a tight spot in a crowd, and hear the crash of steel on stone. There's no obvious evidence of what that was in the chase, but eventually they may find out it was the portcullis closing ahead of them, forcing them to get inventive in how they handle it, and all legitimately explained ahead of time.

And yeah, the players should know that they'll catch the ones they're chasing, but it doesn't mean the characters know, or that they  won't have to get creative in order to make it happen. We still need to be fans of the characters, but it doesn't mean it has to be easy.

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Dungeon World / Re: GM Screens
« on: December 27, 2012, 10:26:42 PM »
I thought about doing page references, but looking things up meant distraction from running the game, as all I have is the PDF thus far. I passed on  including the basic moves since every character should have them available, as well as the GM. It's a first draft in the layout really. I wanted to go back and make common information more clearly grouped and delineate things better, but haven't had time yet. I'm looking at borders and colored backgrounds for a second draft. Whenever I have time for that.

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Dungeon World / GM Screens
« on: December 27, 2012, 07:55:30 PM »
In prepping for my own upcoming campaign I felt the need for some of the more important information closer at hand and decided to design a couple of GM screens for that purpose. All of the information and notes contained within come from the Dungeon World text and ideas or from Scrape's Dungeon World Guide (with some editing and rephrasing for layout logistics). Hopefully I've done them all justice. And that you all find the information useful in your own gaming. Any feedback would be appreciated.

Both are designed to be able to be attached to a preexisting GM screen. One of them is portrait layout for the standard screen style. The other in landscape (and consisting of 4 panels instead of 3), as I'm using my landscape-oriented D&D 4th Ed screen.

Here are the links:
https://docs.google.com/open?id=0B1eTLs66YbXzUGlDc09GdzByWDg
https://docs.google.com/open?id=0B1eTLs66YbXzanducWJDLUd2RWc

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Dungeon World / Re: NPC counterspell?
« on: December 04, 2012, 12:40:56 PM »
Or, you could let the fiction take over and preempt their rolling entirely. The move follows from the fiction, so if the evil sorcerer with counterspell is ready for them, then as soon as the wizard states, in game fiction, that they're casting a spell you respond with something like "and your bolt of magic begins to take shape, but the enemy releases arcane energy with a word and your spell dissolves into the ether."
This way they've never rolled, but you've made it very clear that this is possible. They ignored the danger in casting spells at someone who can counter them, not that they knew at the time, and you responded with a Move: Reveal and Unwelcome Truth.

7
Examples of how other people dealt with it, even if they're for particular circumstances that won't come up exactly again, are helpful -- that dragon fight was great for that.
This is what I was trying to get at. Even though they may not relate exactly to my situation, examples can be helpful in inspiring ideas about what I can/should have done. I'd like to arm myself with an arsenal of ideas of how to exhibit to my PCs that they may be outmatched (at least head-to-head), and will need to either retreat or get smart about how they go about things.
But I think "exhibiting" is what it all comes down to. It's the classic situation of "show, not tell". But there's not been a lot of discussion around how to do this, even by means of examples or anecdotes. That sort of tells me that people have trouble articulating what it is that's happening in the process of fictional positioning, which means that real understanding of how it works may be spotty and uncertain. Maybe.
The "dragon fight" posted by Sage is extremely helpful, and illuminates a certain sort of fictional positioning, namely getting into a position in which one can be effective. It's a great example, but only really addresses a certain sort of fictional positioning and there are all sorts of others that will come up.

8
Increasing the difficulty of a monster is less about mechanics and numbers, and more about using the fiction to prevent the PCs from just saying "I attack it". I mean, a demon? If you want that to be a scary fight, go on the aggressive with the fiction: force the players to respond to the terror and brutality ("as you charge the demon, necrotic power pulsates heavily from it—even getting close to it will be a challenge" or for the wizard "as you tap into the magical energies around you, you feel that the very essence of magic in the area is completely evil—manipulating it may be putting your allies and your sanity at risk.") so that they have to earn the right to hack and slash (or if they're particularly clever, gain enough of an advantage to circumvent rolling altogether.)

Going back to Middle Earth, not only did Smaug die in a single arrow, but the Witch-King of Nazgul, one of the most feared servants of evil, was slain in two blows, and Shelob, a manifestation of complete evil and gloom, was sent scampering by a blow to the stomach. In all of these situations, the hard part was not "dealing a lot of damage" but even being allowed to deal damage in the first place.
[Emphasis mine]

This is where there hasn't been as much conversation, and where I wish there were more. Granted, every situation is unique and such, but ultimately creating the fictional position in which heroes must earn the right to be effective is where I've seen people having trouble, and the general answer has been to use the fiction. It's perfect advice (and I agree with it), except that I think a lot of people coming from other systems, in which the right to be effective and dangerous to monsters comes from levels, have an, initially, harder time wrapping their heads around how to recreate that feeling and situation. But saying "use the fiction" or "fictional positioning" doesn't really help, when the real question is "how do we do that?".  There's not been much discussion of what techniques are useful or how to go about creating those situations.

We can tell players that their attacks are unable to reach the flying dragon or pass through the incorporeal wight, but when it's something powerful enough to need something extra, and yet  smaller or reachable, that's where saying that attacks simply bounce off or their weapons burst into flame and melt starts to get a little tired, especially when that seems to be the only answer to that sort of situation. It feels like a poor answer to the question of why this entity is so terrifying and powerful. There's got to be more to tell players than that their attacks are turned away by their magical armor or that their weapons melt when they strike the demon. That response gets old fast.

And it may be that something like that only takes a few iterations before people to realize they're in over their heads or that there has to be a different answer to their confrontation and that they'll shift courses and tactics at that point.
My whole point is that more conversation around this topic in particular, notably more clear and direct conversation, would be useful and helpful, especially for getting GMs out of the space where monsters are numbers and into one where they possess space within fiction and command certain interactions based on their fictional power and presence.

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I loved the DW guide. It's been super useful for myself, as the DM, and for my new players. I do have one thing that we've all struggled a little bit with that might be worth adding in: fictional positioning. It's a little difficult to wrap your head around at first, especially since so many RPGs rely on non-fictional/mechanical tools to create the context in which things interact. For some things it's easy to see how it works, like the example of Smaug/the dragon in the DW text, but other things are a little harder to relate and conceptualize starting out.
For example, I'm running my group through the Bloodstone Idol adventure to start and they attacked the Demon Urlaz rather than talk (notably the Paladin's doing there). They started attacking, and mostly missed at first, until the wizard burst through with magic and took it down nearly by half. It was then that I realized a bunch of adventurers with no magical tools, or real effort were going to take down a (low-level) demon, and I started to think better of it. Following the wizard people started to actually hit, but armor applied and caused less damage. I increased the demon's armor so that it wasn't dying that fast, but in hindsight they shouldn't really have been allowed to roll hack&slash/volley in the first place.
I guess my own confusion in this is how to relate fictional positioning to players when they can literally walk up and touch the demon (as opposed to the flying dragon). There's always the whole: it has lots of armor and mundane weapons won't ever harm it schtick, but after a a few monsters like that it seems like it would get old. I'd personally like a little discussion on how fictional positioning can be better used. It should be useful to both GMs and players since it'll give a GM tools and ideas, and give players an understanding of why they can't just walk up and beatstick the demon in front of them.
Just my 2 cents on it. I've really enjoyed your work and the effort you've put into it. Thanks again.

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Dungeon World / Re: AP: Feeling the Daojin City Blues
« on: July 30, 2012, 12:01:57 AM »
I love the re-skinning you've done here, taking a decidedly "Western" clothed game and turning it into something with a flair from other cultures.

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Dungeon World / Re: AP: Against the Deep Elves
« on: July 08, 2012, 04:58:40 PM »
Ask the players.

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Dungeon World / Re: XP
« on: July 06, 2012, 02:16:14 PM »
Most XP is End of Session move? Wouldn't marking XP on every result of 6- provide a large chunk of that XP? Or are 6- results rarer than I think?
Surprisingly, yes. I've only run the game for one session. No one rolled a miss the entire time, and thus no one got XP for it. All of the session's XP came from the End of Session move.

It makes sense when you look at the numbers too. Rolling a 6- has a ~40% chance on 2d6, but realistically players/characters will be fictionally playing to their strengths and are more likely to have a positive modifier on most rolls, changing how often they'll roll a 6-. Even a +1 to a roll changes the chance of rolling 6- to ~30%, not to mention having higher modifiers.

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Dungeon World / Re: Sanity
« on: July 06, 2012, 02:15:27 AM »
It'd be easy to write.  Maybe we could get Graham Walmsley to help us do some kind of fantasy-cthulhoid adventure framework...
Yes, please! Stealing Chthulu was brilliant.

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Dungeon World / Re: A couple of new fighter moves
« on: July 05, 2012, 02:03:46 AM »
Perhaps as a custom move you could allow the fighter in your game to take an additional signature weapon move as an advance, thus increasing their versatility?
That is an awesome idea, even if it's just something at the 6-10 range. I think I'm going to have to steal that for my games. I've always liked the image of the fighter as the ultimate warrior, capable of wielding any weapon, generally more efficiently than anyone else.

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Dungeon World / Re: New Class: The Warmage
« on: July 03, 2012, 07:44:10 PM »
The rage mage was a prestige class in D&D that could cast spells while wearing light armor and even while raging (http://www.dandwiki.com/wiki/Rage_Mage). They were very much glass cannons that had a very short fuse. Tons of fun to play. The warmage sounds notably more stable.

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