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Messages - Evan

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Dungeon World / Questers into the Unknown
« on: August 09, 2012, 11:10:27 PM »
Here is my humble modification, inspired by World of Dungeon (although I still retain the Dungeon World basic moves):

http://swordsofminaria.blogspot.ca/2012/08/questers-into-unknown.html

Any reactions?

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Dungeon World / Using Conviction with DW
« on: August 06, 2012, 11:36:36 AM »
There has been a lot of discussion about how lethal DW can be and I generally like the way the conversation is trending (that death is not a player "mistake," but just an expected part of the game). However, this almost requires the referee to allow plentiful opportunities for resurrection. I am not against resurrection in principle, but rather than make it a standard thing one can purchase in any major city, I'd rather follow Dungeon Crawl Classics assumption that any such far-fetched effect (like bringing the dead back to life) should be a new adventure every time (DCC recommends, for instance, making the players adventure into the pits of hell to rescue their comrade's soul, or play a game of chance with Death himself etc).

These adventures should be different every time, and probably more rare than the lethality of DW allows right now, so has anyone tried using the Conviction and Death Flag variant rules from E6 to make death more a narrative decision? Those rules can be found here:

http://dungeons.wikia.com/wiki/E6_(3.5e_Sourcebook)/Variant_Rules

I would not use Conviction points to modify die rolls (as I think it is critical that one makes a risk and lets the dice fall where they may in games like DW), but I would let Conviction be spent in the place of hit points to resist damage, or they could be spend as points of Hold on any roll. Lowering the Death Flag would require spending 6 combined points of Conviction/HP.

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Dungeon World / Re: Finding Secret Doors
« on: August 04, 2012, 01:19:33 AM »
I don't know why, but I would shy away from explicitly letting a player look for hidden doors. Hidden doors should always be surprises in my opinion, like when an Elf (in OD&D) comes across one while just walking by. If a player says "I bet there is a hidden door here! I am going to look", I would just describe the wall as accurately as possible and let him describe how he interacts with it in the fiction—no dice rolls needed. Now if a player were fleeing from a Hobgoblin lair and found himself in a dead end passageway with the enemy only moments behind, he definitely could Discern Realities and ask "what is useful here?" I would totally say "well, that hidden door in the corner, for starters..."

Maybe it is just that the division between GM and player seems critical in a game like DW. The GM is the source of the fiction, and the player only gets to choose how his character acts within the world. There are other games that allow the player to also make up some of the reality (i.e. the player "declares" that there is a hidden door there). Those are fine games, but I don't think DW can delve into that playstyle without everything seeming less... objective.

Is the GM making most of it up as he goes, and taking a lot of cues secretly from the players? Yeah, totally, but it should never be so obvious to ruin the suspension of disbelief.

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