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Messages - Murder-of-Crows

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AW:Dark Age / Re: Proposition with Dragon Herald
« on: March 05, 2014, 04:13:46 PM »
Dragon has a good and nice ring to it. I like the image it conveys. Dragons are also pretty universal in legends all over the world.

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AW:Dark Age / Re: Proposition with Dragon Herald
« on: March 05, 2014, 12:01:39 PM »
I am not sure the dragon has to be an actual dragon. It could be largely metaphoric, as implied here: "Clothe it in storms, earthquakes, floods, wild fires, poisoned fields, rotten woods."

3
Monsterhearts / Re: When you clobber someone from behind... [custom move]
« on: February 24, 2013, 06:55:39 PM »
The "knocked out cold" condition didn't occur to me. To be honest, that sounds awfully powerful for a simple condition. It seems like that's just a step away from the condition "dead."

Dead isn't a condition. Dead requires to gain 4 harm (at least if you are a PC). "Knocked out cold" doesn't seem to be more powerful narratively than any other condition.

My main goal with the custom move was to reward the victim for putting themselves in extreme danger. Getting knocked unconscious by another character (at least in my game) seems dangerous. It's a good set-up for stone-cold murder.

I wanted to give the victim the option--their choice--on whether or not their character falls unconscious. And if they still decide to put their character in that kind of danger, I figured an XP reward was warranted.

In Monsterhearts a 10+ result means the acting player was completely successful and thus gain complete agency. Making the 10+ result about the victim's choice doesn't seem right to me. A 7-9 can be about the victim's choice, but a 10+ should have the player deciding.

Also, consider this: your move is in play all the time. On the one hand, it is a very specific and powerful thing, on the other hand, all the mechanics you need are already in the game. You are not adding anything new. On top of that, now cold becomes a more valuable stat, because it allows you to take three different actions: hold steady, clobbering from behind and shut someone down. That's pretty powerful. Why do I still want volatile as a stat?

The victim's choice won't even matter, if it is an NPC. The MC would go for concussed every time. Then bring it down hard on the attacking character. A PC might go for the XP, but since only PCs make moves, this choice is only useful against another PC. BTW, if I want to be abusive, the PCs could clobber themselves to the season's end in no time. ;)

Next problematic thing is the 7-9 choice. Your move will only result in the desired outcome on a 10+. Everything else will lead to a fight.

In my mind, clobbering someone from behind might require a teenager to hold steady before going through with action. Then they can a string or use another action to gain the string and then expend it.

If you really need a move for this, then try something like this: To clobber someone from behind, spend a string on them. They go unconscious. If they are a PC, they mark XP and the MC will tell them when and where they wake up.

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Monsterhearts / Re: When you clobber someone from behind... [custom move]
« on: February 24, 2013, 12:32:23 PM »
Why a new move? To me it sounds like you either use a string on them to give them the condition "knocked out cold", or you first use a move that gives you a string in case you don't have one.

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Dungeon World / Re: Share Your One Line Game Starters
« on: August 04, 2012, 10:05:28 AM »
You are the guards of a caravan travelling to the Black Fortress through the Dismal Forest. As you reach a clearing you are attacked by gnolls. What do you do?

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Dungeon World / AP: BDQ4 - The Quest for the Silver Sword
« on: August 04, 2012, 10:03:12 AM »
Since my posts in the old AP thread are swallowed by the forum, I am opening a new thread. This is the fourth installment in the BDQ series on my blog.

Link

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Dungeon World / Re: Adventure starter - Blackmoore
« on: July 22, 2012, 12:30:27 PM »
you make a map?

Nope, I suck at city mapping. And a campaign map is not really needed since this was a one-shot.

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Dungeon World / Re: Adventure starter - Blackmoore
« on: July 14, 2012, 09:14:25 PM »

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Dungeon World / Re: AP: The Barrow of the Dwarven Queen
« on: July 14, 2012, 06:33:49 AM »
Murder-of-crows, your posts today aren't appearing for me! I can see that you last posted at 7 today but I can't see that post.

Already wrote skinnyghost about that. I can't see my posts either. Maybe I am considered spam...

10
Dungeon World / Re: AP: The Barrow of the Dwarven Queen
« on: July 14, 2012, 05:00:55 AM »
Whatever happened to my post with the link to the actual play report? Was it considered spam?

Yesterday we played the third session in the module series. This is the link to the play report: In the Service of the Black King

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Dungeon World / Re: AP: The Barrow of the Dwarven Queen
« on: July 13, 2012, 09:08:17 PM »
The next to last installment in the BDQ Series is online: link

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Dungeon World / Re: Question re: rations
« on: July 11, 2012, 04:54:29 PM »
The wording of Make Camp used to note that you don't heal unless you consume a ration. We need to add that back in.

I was having the same question last saturday when the group was tracking through the wilderness. What happens, if you don't have rations? Not being able to heal is a good answer.

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Dungeon World / Re: Adventure starter - Blackmoore
« on: July 11, 2012, 11:16:39 AM »

I might just use this for next Saturdays game. The starter is wonderful. Reminds me a bit of Vornheim.
Thanks!

If you do use it, I'd be keen to hear how it goes.

You know that I have this bad habit of posting actual play reports in my blog? ;)

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Dungeon World / Re: Adventure starter - Blackmoore
« on: July 10, 2012, 02:54:51 PM »
I might just use this for next Saturdays game. The starter is wonderful. Reminds me a bit of Vornheim.

15
Dungeon World / Re: questions on beta
« on: July 09, 2012, 04:24:23 PM »
I think, it's mentioned somewhere that you are rolling for rotes.

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