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Messages - Terwox

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AW:Dark Age / Re: Questions after playing
« on: September 17, 2014, 01:46:26 AM »
Bump.  Kinda surprised I didn't hear back anything in a week!  Been waiting to prep, will probably play again tomorrow.

Any advice?

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AW:Dark Age / Questions after playing
« on: September 11, 2014, 11:11:59 PM »
To be straightforward, I've played a lot of Dungeon World and a bit of Monsterhearts, but only read Apocalypse World.

Are NPC-PC-NPC triangles a thing in the game by default?  From the principles, I wasn't sure if I was supposed to be putting tension between the players or not.  I did, and it was fun and interesting, but I'm unsure how that works.

The group has an angry god and a stronghold in between two warring parties, and I'm at a bit of a loss for what to prep.  Seems like notables in general and that's it, and wait until the monster is more of their own making as things are headed that way, but, yes.  I think that's actually the right answer for what to prep, but I'm really unsure.

Games I run tend to run towards the silly, and this game helped pushed towards not-silly simply as a matter of course.  So that's cool. 

Also, it's fun. 

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Dungeon World / Re: Dungeon World Books (Canada)
« on: March 26, 2013, 06:38:37 PM »
I am reminded of the Pixie's song "Gouge Away" :o

I don't think that's quite fair though -- it's an auction with no reserve on what is currently a collector's item.  That's just the way to do it, no harm.

I admit that I giggled, though! 

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Dungeon World / Re: XP For Failing
« on: March 26, 2013, 06:34:49 PM »
You could also import the singleton rule from Monsterhearts, modified -- only one XP from a miss per scene.  (But I wouldn't.)

You could also change the end of session move to give multiple experience for each question answered, along with extra experience from alignment, and that would make misses worth less comparatively.  Then, just change how much experience per level you want.  Just another possibility.

But again -- getting the majority of your experience from missing is, in my estimation, really cool. 

Give it a shot once before totally dismissing it, I would posit.

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Dungeon World / Re: Some new races
« on: March 22, 2013, 11:21:44 AM »
Druid: You disgust spellcasters. +1 magic resistance.

I'm reading this as:

"You disgust spellcasters and resist their magic.  Take a +1 on defying dangerous magic, and a +1 when using hack and slash against someone actively wielding magic against you, and a +1 when discerning realities about dangerous magic."

Is that close to your intention?

Or more simply:

"You disgust spellcasters and resist their magic.  Take a +1 against hostile magic."

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Dungeon World / Re: My Display copy of Dungeon World :)
« on: March 13, 2013, 02:09:13 PM »
How much did this cost, and can I get one? :)

Cost and availability request #2, thanks! :)

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Dungeon World / Re: doubling on moves?
« on: November 20, 2012, 01:09:53 PM »
There aren't hard and fast rules about it, but here is a way you could have done it:

On the defy danger (the danger being the orc will get him while he rolls)
On a 10+, he's in good position and can just deal damage.
On a 7-9, give a choice:  he's got the orc's tendons and he's immobilized now but the orc got a solid kick in beforehand (he rolls the orc's damage, then "What do you do now?") or he can defend against the kick but he's tangled up fighting with the orc now, then "What do you do now?"

Basically you (generally) should avoid a call for two rolls in a row, as the results of defy danger can really change the circumstances to where the player won't necessarily narrate a hack and slash directly out of it.  Sometimes the situation will just let them deal damage w/o rolling hack & slash out of the situation too.  Basically, ask "What do you do?" after the results for each roll are completed.

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Dungeon World / Re: Ask Questions and use the answers!
« on: November 18, 2012, 03:58:16 PM »
Awesome.  Last time I ran I floundered a bit over some of my fishing questions when I wasn't getting answers, having a batch of basic ones to start with printed out in front of me is going to help me a lot.  Thanks!

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Dungeon World / Re: Fire Damage
« on: November 15, 2012, 11:25:08 AM »
when it came to a fireball casting wizard, I simply went on with moves that involved the ongoing fire.

gm move: the wizard casts a mighty fireball! -> the players fails the move, takes damage and...
gm move: flames engulf you, your are literally on fire! -> failed move, a little more damage, flammable worn objects are no more

and so on.

Ok so that is great if you are attacking a player.  What about if it is the player who threw the burning flask of oil.  Do you jus say that each round after the initial hit the creature takes the same damage as it did on the first hit? Do you make the player roll for damage each round with a failure meaning that the creature puts the fire out?

When this happened in my game the creature died within 2 rounds anyway but this one still puzzles me.

Sounds like a valid method -- player just rolls damage if the monster is still on fire and hasn't done anything to put itself out.  Poor damage roll and that sounds like it went out. 

Essentially, the fire goes out when it goes out, time is abstract anyway as rounds aren't fixed.

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Dungeon World / Re: Compendium Class: Cursed Knight
« on: November 15, 2012, 11:21:42 AM »
Remember, the stat point thing isn't permanent, it's just until you draw the sword again. If you're in a tight spot, half your hp could REALLY hurt you, and surely there won't be any downsides to just drawing it one more time, right?

Oh!  I misread, my apologies.  That's an awesome incentive to keep using it.

Let me revise my feedback:

I have no suggestions, this just rocks.  :)

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Dungeon World / Re: Compendium Class: Cursed Knight
« on: November 15, 2012, 02:27:06 AM »
I love corrupted swords!  Cool stuff.

I would think that losing half your hit points is generally a lot better than losing a stat point permanently -- perhaps change that to a debility of the GM's choice?  Otherwise I don't think you'd see that chosen very often.

Hopefully I'll get to use this soon, I really like it.

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Dungeon World / Re: PDF For Sale
« on: November 15, 2012, 12:55:10 AM »
Hurray!  I'm happy I can finally throw some money at you guys for such a fun game.

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Dungeon World / Re: What is the Druid?
« on: October 08, 2012, 04:34:55 PM »
Just answer with "probably not a tank or a healer" as it sounds like that's the answer they're looking for. 

I agree that calling them "DPS" or "controller" or something is... ancillary and inaccurate and not the point of the game, but it is notable that they're not going to be wearing the equivalent of plate or casting healing spells, which people who have played primarily D&D and/or Warcraft might be expecting.

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Dungeon World / Re: Experience on a miss
« on: September 14, 2012, 06:46:11 PM »
This may be obtuse, but so, when you say "it's a thing," does that mean when you roll a 6-, you mark xp?

That is correct.

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Dungeon World / Experience on a miss
« on: September 13, 2012, 04:46:48 PM »
I can't find this in the pre-release, although I found it in the Regiment -- so, marking experience on a miss is usual?  In the level+7 to level up baseline paradigm?

I have been doing just the white wolf style three questions (info/enemy/treasure) + bond resolution + alignment at the end of a session to mark experience.

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