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Messages - ScottMcG

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1
Dungeon World / Re: Disarming and other stunts
« on: September 19, 2013, 11:50:03 PM »
I don't think I've heard the 7-9 options broken down in quite that way. I think I like it. It encodes options for the "opt out" in Hard Bargain, for "you did it and here's the nonnegotiable cost" in Worse Outcome, and the middle road where you're committed, but you still get to choose some ugly.

And depending on the type of the DD this will inform the GM's choice about what to present to the player.  In the disarm scenario, I'd be looking at Worse Outcome or Ugly Choice, and could safely ignore the opt-out-ability of the Hard Bargain.

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I find it useful to clarify what the 7–9 options could mean because they didn't inspire me until I understood them. Like, I'd look at them when I had to say something and I'd be like "Let's see hard bargain, ugly choice, worse outcome... ummm, what's the difference... shit, what am I choosing between here... yeah, I'll just make something up..."

This is how I think of them.

Hard bargain: Pay this cost or don't defy the danger.
Ugly choice: Defy the danger but pay this or the other cost.
Worse outcome: This is the cost of defying the danger. Pay it.

So yeah, a hard bargain is a kind of an ugly choice where the choice is pushed earlier; avoid paying the cost by dropping the whole thing. You just walk away from the whole deal, so to speak.

Whereas with ugly choice, at least how I parse it, you're committed, knee deep; your choice is with which cost you're willing to pay. And you will pay a cost because it's too late, you're already committed to defying the danger.

And worse outcome, there's no choice. Defying danger hurts. Suck it up, princess.

2
Dungeon World / Re: Disarming and other stunts
« on: September 17, 2013, 08:54:14 AM »
I know, right?! I'm tired of these layabout do-nothing adventures lounging about on dangerous terrain waiting about for loot to be delivered to them like they are on some sort of senior citizen ocean cruise. 

When you're done with that stick, I'll have a go!

I think Emory better do something, because if he just sits there looking like a pinata, I'm going to smack him with a stick.

3
Dungeon World / Re: Disarming and other stunts
« on: September 16, 2013, 05:20:08 PM »

If Emory doesn't want to leave the dagger behind, it's not that he can decide not to start climbing once the dice have hit the table. He's started up the icy cliff - that's the acting despite an imminent threat that he had to do to be able to for roll the move in the first  If he doesn't want to leave the dagger behind, he's partway up the cliff, not falling off, but exposed for whatever happens to him.

I think this is spot on, but I'd note that Emory began climbing the cliff before the circumstance arose that put them in Defy Danger territory so Emory was committed prior to the dice hitting the table in any case. In this example it doesn't seem to have anything to do with whether or not the second part of the climb once that cliff was iced had begun or not.

At this point I'd probably move the spotlight onto some other party member, give them a chance to create an opening for Emory to get up -- or else, when the spotlight goes back on Emory, he's got another Defy Danger against whatever else gets dumped down on him.

Whether we think "opting out" is an option or not with Defy Danger I think this approach works well.  Just because someone can potentially opt out of one danger doesn't mean the rest of the fiction can't come to bear. Highlighting one of these other imminent dangers and shifting focus to another character works nicely with the idea that opting can be taken as hesitation to the point of losing the initiative.

4
Dungeon World / Re: Disarming and other stunts
« on: September 15, 2013, 07:01:27 PM »
Interesting comparison between AW and DW.  While I had a little bit of AW exposure, DW play rapidly eclipsed it. Scrape, if I had had enough AW background I probably would have never gotten hung up on the "offer" thing.

Quote
GM: Hmm, well, I think the only way you can gain any traction, tough guy, is if you use your dagger to pull yourself up the last few feet. It’s going to be lodged in there until you have some time to pull it loose and there’s an angry spellcaster nearby.
Emory: I can always get a new dagger when I get home. Time to finish this climb and that cultist.

It's arguably not as strong as the Apocalypse world choices. But, what happens if Emory says "I can't lose this dagger!" and opts out? Umm....angry spellcaster, nearby...Emory's exposed on the side of a frost covered ravine with a dangerous sorcerer nearby. The GM can just deal damage at this point.

This is starting to gel for me. Even though Emory would be able to opt out of the specific danger that was being defied (climbing upward even though the cliff was now covered in ice) if the bargain wasn't to their liking, backing down from the Defy Danger that was started could be seen as tantamount to looking to the GM to see what happens next.  The angry spellcaster was a present danger, so mojo-to-the-face.


5
Dungeon World / Re: Disarming and other stunts
« on: September 15, 2013, 12:07:29 PM »
Huh, that's interesting, I've never seen that interpretation before. Um, there's no real "opting out" unless the GM specifically offers that choice. The GM can offer a worse outcome, hard bargain OR ugly choice. You don't have to give them a chance to back down, not at all. That's probably the most boring option, really, because it leaves the situation unchanged.

Worse outcome just means "some of what you wanted, not all of it," and in no way lets a player back down. You can say "nope, you don't disarm her but you do knock her off balance, take +1forward."
Hard Bargain could be something like "your weapons are tangled, and you can only disarm her if you damage your weapon." Now this situation is what you seem to dislike. So don't do it! Say "your weapons are tangled, and you can disarm her, but you'll either damage your weapon or drop it. Which one do you do?"

Just don't offer a hard bargain that includes backing down.

First let me say that I know you have tons more experience with the game than I do, and that I'm not trying to be pointlessly argumentative or pedantic. Without your newbie guide I would have had a much harder time getting the flow of the game.

If I alter the emphasis you gave above, maybe where I'm coming up with this will make more sense.

Quote
The GM can offer a worse outcome, hard bargain OR ugly choice.
to
Quote
The GM can offer a worse outcome, hard bargain OR ugly choice.

Outside of "The Godfather" an offer is something that can be refused. If the GM chooses a worse outcome, it is still offered, according to how the text reads to me. The authors seemed to have taken a great deal of care in choosing the words for the basic moves, so that's why I'm on "offer" like a dog on a bone.

Anyway, I'd be wary of using Hack&Slash for these kind of stunts because they do not trigger Hack&Slash. It's real
ly for hitting each other: like, if the players rolls a 10+, do they get the +1d6 damage?  It seems weird that you'd feel forced to use the wrong move because you like the consequences better. You can always deal out damage on a 7-9 Defy roll, if that's part of your Worse outcome or Hard Bargain.

It seems to me that you're looking to the results encoded in the move text to define should trigger the move, and that seems backwards. The trigger text should stand alone from the results, and a disarm attempt seems to me to fit the trigger text of "When you attack an enemy in melee, roll+Str." It doesn't seem to me to be a force fit to the wrong move at all. Going back to the called shot example, as a "stunt" this is nothing more than an upgrade to a normal swing of a sword.

I don't know that I've seen other folks use Defy Danger *after* another move to upgrade it as I have,rather than the more common case of rolling Defy Danger *prior* to enable a move. There may be something hinky with that.

I do take your point that nothing happening is a not very interesting option that has generally been avoided in the rules. I agree that it isn't very interesting as well, but the potential downside of a partial success is fairly well understood before you roll. If the use of "offer" was unintentional (or just not the way i read it), I can probably live with that.

In the example I quoted above, if Emory doesn't want to leave their dagger behind for whatever reason, what happens? Do they fall, or just remain there until it's time for them to Defy Danger Con to just hang on, or are they compelled to use the dagger because that's the "offer that cannot be refused" that the GM has given them?

6
Dungeon World / Re: Disarming and other stunts
« on: September 14, 2013, 11:59:10 PM »
I would 100% use Defy Danger for a manuever like that (it's literally what Defy is for). I'm confused by the idea that players get to "opt out" somehow. The GM always gets to offer up what happens in the basic rolls. Sometimes that's the hard choice, but it's also the worse outcome. It's your call!

The opt out idea comes from the text for Defy Danger, as well as examples from the same section.

Quote
?On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.

and

Quote
GM: Emory, as you climb up the side of the ravine you spy a cultist on a ledge nearby who evokes a frost spell and covers the side of the cliff with ice! If you want to keep climbing, you need to defy danger or you’ll fall.
Emory: No way, I am too tough. I grit my teeth and dig my nails into the wall, climbing one hand at a time. I’m using Con, okay? I got an 8, though...
GM: Hmm, well, I think the only way you can gain any traction, tough guy, is if you use your dagger to pull yourself up the last few feet. It’s going to be lodged in there until you have some time to pull it loose and there’s an angry spellcaster nearby.
Emory: I can always get a new dagger when I get home. Time to finish this climb and that cultist.

So on an 7-9 you can succeed if you accept the complication the GM offers, or you can "opt out". Emory can make the climb if they are willing to spend the dagger. Presumably, if they aren't willing to spend the dagger, they can't continue the climb, but that also doesn't mean they immediately fall.  So in the context of using Defy Danger to disarm, it seems like you can engage in sword play against any enemy, but be in much less danger of receiving an attack from the enemy. And on a 7-9 you can take the partial success, or if you don't like the offer, you can opt out.

Anyway, that's where the "opt out" idea is coming from. I may have it wrong, but it seems pretty consistent with how the moves are written, and supported by examples. I do know that I tend to lean farther away from using Defy Danger as a catch-all than most, though.

Hack & Slash is only triggered when to melee combatants are trying to hurt each other. Defy Danger is triggered whenever a character is attempting something with clear consequences. Seems the obvious choice to me. You can always deal some damage on a 7-9, as your worse outcome. The player shouldn't fail, though: a 7-9 is a hit, not a miss. Maybe they unbalance their foe instead of disarming. Maybe their foe grabs a smaller backup weapon. But they get something out of their successful roll.

I don't get this definition of the trigger for Defy Danger. It seems to me that it is triggered when the GM warns you that there's some danger involved that could complicate or impede your actions. I don't see how the consequences are required to be clear.

7
Dungeon World / Re: Disarming and other stunts
« on: September 14, 2013, 10:34:40 PM »
Yeah - pretty much that's it, except you put it much more succinctly than I did.


Ahhhhh... I think I see where I was failing to "pick up what you're putting down".
If I'm following you, the "ugly choice" might be along the lines of: 1) disarm him but suffer damage, or 2) fail to disarm him but suffer no damage. With option #2 being the "opt out", a failure but no real consequence.

I guess why I wasn't following you was because my idea of the "ugly choice" would have probably been along the lines of: 1) you disarm him but suffer damage, or 2) you disarm him but wind up prone at his feet. It just never really occured to me to allow a "simple failure" as an option on a DD 7-9.

Thank you sir. Annother arrow for my quiver of GMing!

8
Dungeon World / Re: Disarming and other stunts
« on: September 14, 2013, 08:14:13 PM »
I should probably add that when a player rolls 9 or less I always make a move, not just what the description says. In that way no one is ever "opting out" with a Defy Danger roll to Disarm. Roll an 8 when attepting to disarm, you'll succeed but you're going to get hurt doing it.

I think that deals with the issue, too. However, if you're going to make an occasional tweak to DD to support disarm then you could also just make a move (basic or otherwise) for it. If you leave DD unmodified (or at least as I understand it - it wouldn't be the first time I've misinterpreted something) then the "easy opt out when things go wrong" is on the table.

Besides, as I read it a "Worse Outcome" (DD, 7-9) could certainly be taking damage.

That definitely could be a worse outcome, but if the danger you are defying is "take some damage" then it's not much of a choice for the DM to offer "take some damage" as an alternative to "take some damage".

In cases where DD is used to avoid a calamity (e.g. a gout of flame erupts toward you, what do you do?) then success in DD is usually avoiding the damage. These are difficult for the player to opt out of. If you choose to opt out of the hard bargain, etc. then you eat the gout of flame.

In cases where DD is used when you are acting in spite of danger (e.g. trying to slip past an ogre's war club to stab her in the face with a dagger), then the results of DD become a little more nuanced.  In this case a DD-DEX might let you engage in H&S. If you rolled a 7-9 on the DD then choosing to let the ogre get in a hit before you're able to engage in H&S is case where it totally makes sense; you can take damage on a partial success but you are still then able to engage in H&S.  It's a tough choice.  These are the situations where "opting out" weakens the downside/stakes for something like disarm. On a partial success the GM offers the hard bargain.  If the player wants to do what they set out to do (in spite of some danger) then they accept the hard bargain; if they don't take the bargain they can opt out and only have to pay the opportunity cost of going nowhere with the action.

This got me thinking concretely about something I've been doing in more detail, and that's always good!

9
Dungeon World / Re: Disarming and other stunts
« on: September 14, 2013, 05:04:58 PM »
I tend to shy away from using Defy Danger as a standalone catch-all, specifically for combat maneuvers. There are a variety of reasons for this, but the most relevant has to do with the relative investment and downsides of Hack and Slash versus Defy Danger. 

H&S and DD both give partial/complicated success in the 7-9 range, but DD gives you an "escape hatch" option that H&S does not afford. If you roll 7-9 on H&S you will be taking an attack from your opponent. On a 7-9 roll with DD you can choose to abort and not take the worse outcome or hard bargain that the GM has offered for you to succeed. To be fair there are cases where choosing to abort the DD leaves you in pretty bad spot as well, but that's situational outside of the DD.

I tend to think of things like disarm and called shot (the general idea, not the Ranger's move) similarly. Each is a combat maneuver that is a step above its more mundane relatives (i.e. fighting with a sword or shooting an arrow). Unless somebody has gained a specific move for these (through the fiction, or a compendium class, or what-have-you) then I like to model them by augmenting H&S (or Volley) with DD. 

So for a disarm attempt, the player would roll H&S, and assuming at least a partial success could roll DD to convert the general combat success from damage into the disarm. This keeps disarm a tricky maneuver since it requires two rolls, and doesn't let the character skate entirely by choosing to abort a partial success at DD.

All of that being said, I think there are plenty of cases where a standalone DD would work for handling a generic maneuver. Disarm just happens to be one where I think DD alone doesn't do it for me.

10
There can be a bit of confusion around multiclassing and levels as there are two different ways that levels are considered with multiclass moves, and both refer to adjusting your effective level.

The first bit of text that discusses multi-classing is on p. 32 (for me in the PDF - you mentioned p. 29, but I'm guessing we're looking at the same spot).

Quote
Multiclass Moves
The multiclass moves allow you to gain moves from another class. You get to choose any move of your level or lower. For the purpose of multiclassing, any starting class moves that depend on each other count as one move—the wizard's cast a spell, spellbook, and prepare spells for example. If a move from another class refers to your level, count your levels from the level where you first gained a move from that class.

Here it does indeed say "You get to choose any move of your level or lower."  The multiclass moves for each class mostly look like this:

Quote
Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.

You could take this a glitch/error in the rules, however a charitable, but consistent, reading would be that the first statement tells you that in general you can pick from the full range of moves from your level and below, and that the statement in the move itself says that while doing so you need to consider your level to be one less than it actually is.

The second part from the first text on multiclass rules says "If a move from another class refers to your level, count your levels from the level where you first gained a move from that class."  So once you've picked the move from the other class while observing the level limitations described above, any time the text of the move, or related text (such as the text in Prepare a Spell when you've taken Cast a Spell), then you consider you level to be ( your current level ) - (level at which you took the relevant multiclass move).  So if you were a fourth level fighter who took Multiclass Dabbler to gain Cast a Spell when you were a second level fighter, you would prepapre spells like so:

Prepare new spells of your choice from your spellbook whose total levels don’t exceed your
own level+1 = (4  - 2 + 1) = 3.  For what it's worth, I don't know of a non-spellcasting related move that references level, at least within the base classes.

In summary, when you choose the move, you'll generally look at the options option to you as if you were that class at your current level - 1, but when using that move and the move text references your level, your effective level is = current level minus level you chose the multiclass move.

That being said, I know that some folks run the effective level as level -1 as a conscious decision about relative power/balance/usefulness of the move at higher levels. I don't think the level power curve of DW warrants that, but that's just my take.

With regard to the text in on page p. 348 (your p. 346), If this read as follows, with the bracketed text being my insertion, then it continues to be consistent.

Quote
This is why the multiclass moves act as [at least] one level lower, so that each class’s niche is somewhat protected.
So, I'm creating a sort of "hack" for dungeon world as dungeon world did for apocalypse world. In anycase it's called Crystal World and it focuses on emulating final fantasy in a tabletop game I know there have been several attempts over the years using other systems that did not go well. I am hopeful though about this system since battle is arbitrary and it has a very easy system to learn. ANYWAY that's not what this topic is about. I am planning on basically recreating dungeon world's design of the book, so my question is what are the sizes and margins for dungeon world?

On another note, I'm confused about multiclassing in dungeon world. It states that when you multiclass "you get to choose any move your level or lower" (pg 29). However on the same page in the margin it states that you choose a move from 1 level lower than your current class. This is also brought up on page 346 which states "is why the multiclass moves
act as one level lower, so that each class’s niche is somewhat protected"

Am I just completely missing something? It seems like the book is contradicting itself.
Preemptive- thanks for the response!

11
Dungeon World / Re: Help noob with custom move
« on: August 16, 2013, 01:26:12 PM »
Ah, I get what you mean now.  For moves in general, I tend to avoid having one of the 7-9 options essentially be a failure.  In this case, the whole point of getting through the forest is to save time. Even though getting through forest at all, if a bit delayed is properly a "partial success".  If the other two options are likely to slow you down anyway (fighting or getting in a protracted rap battle with rhymin' redcaps), then all three partial successes could lead to delays depending on how the play develops. I'm not experienced enough to say whether my instinct in this is solid or not. It may be that it's totally valid to give the party a choice for that.

How about:

When you take a short-cut through the old dark forest roll + WIS:

10+ you make it through the old dark forest, making good time. The hair on the back of your neck remains on end as long as the edge of the forest is still in sight. It knows you now.

7-9: choose 2

    Don't get attacked by something foul
    Don't get the attention of something tricky (sprites, dryads, etc)
    Don't lose some equipment on a wild ride / mad dash through the thorny underbrush.

6+ Oh crap, whose idea was this?

12
Dungeon World / Re: Help noob with custom move
« on: August 16, 2013, 12:51:42 PM »
The structure here is pretty close to the Perilous Journey basic move.  You could either present it as Perilous Journey with some locale-specific flavor, or create auxiliary moves specific to the locale that modify Perilous Journey. Here's an example of one for the quartermaster role.

---

When you act as quartermaster while undertaking a Perilous Journey through the old dark forest, use the following results instead:

On a 10+, you have partaken of the hospitality of the fey within the forest without any negative repercussions. You require no rations of your own for this journey, and feel rested and fresh at the end of your journey.
On a 7-9+, you have partaken of the hospitality of the fey within the forest without any negative repercussions, but your party is under the effect of a magical geas while you remain in the old dark forest. Consume 1 less ration.
  • Harm no creature of the forest, in self-defense or otherwise
  • Drive away the <insert creature here> that invades the forest
  • ...
On a 6-, you have run afoul of the inscrutable requirements of fey etiquette in the old dark forest, and your Perilous Journey comes to an end. Until you find a way to fulfill your obligation or escape the magic that binds you here and prevents you from acting against any denizen of the forest, you're going nowhere and likely in constant danger.

13
Dungeon World / Re: The Elemental Monk - feedback please
« on: August 09, 2013, 06:02:40 PM »
I'm drawn to monks in every game, but in every game I find something about the implementation or flavor of monks to be not quite what I want, so I'm very sympathetic with the desire to roll my own.

You ask about how distinct this seems from other classes.  When looking over it a couple of times, there are two things that make it highly reminiscent of the Fighter.

 The first is the initial Martial Arts starting move customizations.  I looked at these and immediately thought "reskinned Signature Weapon".

The second is that Master's Wisdom == the Fighter move Heirloom.

I don't know if that's too much overlap with the Fighter or not, but those came immediately to mind.

One other questions and comment.  In the move description for Martial Arts it probably wouldn't hurt to have a piece that explicitly states that even without a weapon you're considered to be armed for the purposes of dealing damage and Hack and Slash, and so forth.  We take that for granted given that it's a monk, but still. 

Also, is there a mechanical need to apply a weight, and "hand" and "precise" tags to the styles?  It seems that all of the styles are the same mechanically (at least in this draft). My instinct is that there's no need to try to stat a style like a weapon, and to simply add to the MA move that the character can choose to use DEX for Hack and Slash, although there could be some other stuff in the game that triggers off the precise tag that I'm not thinking about.

Keep it going!




14
These are great concrete examples tied to GM moves. Things like this help me out a lot.

Yeah, James is wise. The cleric doesn't need to invoke any move other than a GM move.

This can be tricky if you are the GM and haven't been used to not rolling for stuff. But just scan your list of moves and make one that feels right.

'Sure you could bend the bars a little, but its gonna make you weak.' (Show then them consequences and ask)
'You bend the bars with all your might, but to no avail. You need to heal/rescue/support the fighter, so they can flex their mighty thews, what do you do?' (show a downside to their class)
*turn to the thief* 'You know the cleric has got no chance of bending those bars, there has to be some other way of escaping, what do you think?' (reveal an unwelcome truth)
'You can bend those bars sure, but you'll need a lever of some kind that you don't mind bending in the process.... The unconscious fighter's two handed sword perhaps?'(use up their resources)
'You bend the bars and the thief slips through.' (separate them)

15
Dungeon World / Re: About weapons
« on: June 23, 2013, 11:57:50 AM »
Hi Zmove,

You're correct that the damage die rolled by a character is based upon their class, and not the weapon.  However, weapons can have inherent properties (tags) and damage bonuses.

For example,here are a few weapons and their properties from p 326 of the Dungeon World PDF:

  • Dagger hand, 2 coins, 1 weight
  • Short Sword  close, 8 coins, 1 weight
  • Spear reach, thrown, near, 5 coins, 1 weight
  • Long Sword close, +1 damage, 15 coins, 2 weight

A Fighter armed with a dagger would do 1d10 damage and be able to attack at hand range.
Another Fighter armed with a Short Sword would do the same 1d10 damage, but at close range, would have a slight reach advantage.  The Fighter using a Long Sword would deal 1d10+1 damage.  The spear-carrying fighter would deal 1d10 damage, but due to the spear's reach could attack an opponent several feet beyond the Fighter's arm reach.  Reach can be a good thing, but a Fighter with a spear might have a very difficult time fighting a dagger-wielding goblin that is clinging to his leg.  The Fighter might have to first kick the goblin away (Defy Danger: STR) or spin out of its grasp (Defy Danger: DEX) before being allowed to Hack and the Slash the goblin.

A discussion of weapon properties can be found on/near the same page (326).

For weapons looted from opponents you can use these stats, or modifications of them.  For weapons looted from creatures who aren't known for maintaining their weapons well (e.g. goblins), they might have a -1 to damage. For ancient, rusty weapons looted from skeletons, the weapons might also have a tag of brittle.

Hope this help.

Hello,

I'm new to role playing game. I played 1 game or 2, ten years ago as a player. Never Mastered a game but I convinced a groupe a friends (noob too) to try it because It sounds really fun.

So we suggest us Dungeon World as its (quite) easy to start with.

We tested the demo campain (Mine of Drazhu) and it was really fun, even if I have a lot of work to improve my Game mastering.

But I have a question about weapon, I'm not sure to understand the system well.

So the damages are associated to the class, not the weapon itself. It's said on the character booklet, the warrior roll a 10 die, the thief a 8 die etc... So what about weapons ? So, for what I understand, the warrior will roll the same 10 die for a small attack with a dagger or a big charged attack with a too handed warhammer ? That sounds strange to me.. Did I miss something ?

Another question related to the demo quest. We have a list of predefined treasure, predefined monsters, so I followed the advices and give some treasure to each room when the group of adventurers search for them. But the opponent have weapons and, when they defeated them, the always would like to loot their weapon. But I had no sheet for that weapons, so how should I answer ? Do I have to imagine a weapon stats, do I have to refer to something ?

Thank you for reading and maybe answering !

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