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Messages - Tarnop

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Dungeon World / Re: Battle, hard moves, and golden opportunities
« on: September 10, 2012, 05:56:08 AM »
This is where "leave blanks" comes in.   Did you specifically cover the food preferences of ogres as part of your prep?  Would stating that ogres prefer halfling flesh negate or contradict something that's come before in your adventure or campaign?  If the answer to both of these is no, then it's a blank to be filled in as you play, and the GM move is to make the truth of what ogres eat an unwelcome one.

Here's what I dislike about Spout Lore:  because it's the most difficult move for me to respond to on a miss, it could easily become a mine for easy XP.  I've told my players that if they choose to Spout Lore in a situation where they're comparatively safe, then on a miss they are risking spending a significant amount of time trying to recall what they know.  While they are deep in thought, the world will continue to get worse around them, Grim Portents will be advanced, and the effects won't always be immediately obvious if they have chosen to hole up somewhere and do research.

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Dungeon World / Re: Custom Builds from Source
« on: September 09, 2012, 02:09:34 AM »
This is fantastic, and has been very useful as a quick reference during play.  Thanks!

I don't know if it's intentional, but your build misses a few of the chapters in the source:  Example, Moves Discussion, and Class Moves Discussion.

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Dungeon World / Re: On gaining moves out of your class.
« on: September 05, 2012, 05:47:23 AM »
Straight from the rules text (Chapter: Playing the Game):

Quote
Character Change

Dungeon World is ever-changing. The characters change, too. As their adventures progress, player characters gain experience or XP, which lets them level up. This prepares them for greater danger, bigger adventures, and mightier deeds.

Advancement, like everything else in Dungeon World, is both prescriptive and descriptive. Prescriptive means that when a player changes their character sheet the character changes in the ficiton. Descriptive means that when the character changes in the fiction the player should change the character sheet to match.

This isn't a benefit or detriment to the players or the GM; it's not an excuse to gain more powers or take them away. It's just a reflection of life in Dungeon World.

Avon, despite being a Wizard, has risen to the notice of Lenoral, the deity of arcane knowledge. After being blessed by an avatar of Lenoral and saying his vows in the church, Avon is under the deity's watch. He can fulfill Petitions and gain boons like a Cleric.

Gregor offers his signature weapon, an axe whose green steel is tempered in orc blood, as a desperate bargain to save King Authen from eternal damnation. Without his axe he gets none of the benefits of his signature weapon. Should he recover it he'll have access to its benefits again.


Descriptive changes only happen when the character has clearly gained access to an ability. It’s not up to any one player to decide this—if you think a character qualifies for a new ability, discuss it as a group.

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Dungeon World / Re: So, The Druid
« on: August 31, 2012, 11:38:38 AM »
Cheers noofy.  I have to say, that this was something of a revelation for me:

Ask questions first, establish why the shapeshift was important to the character or situation in the fiction and antagonise that intent.

I think "find the intent in the fiction and antagonise that intent" is something that could be in the GM section of every game that uses the Apocalypse Engine.  Thanks!

You can always just advance a grim portent and show signs of doom too.

This is something that I've been trying to do.  However, I often find that the situations where I'm struggling to pick a hard move are the ones where the players are located somewhere where it's difficult for me to show the effects of a grim portent.

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Dungeon World / Re: So, The Druid
« on: August 30, 2012, 04:53:12 PM »
I'm currently running a game with three players, one of whom is playing a Druid.  There's been some situations where he has shape-shifted when there wasn't a fictionally obvious threat nearby and so I struggled to make a hard move that followed smoothly when he rolled a miss.

I'd just like to get a feel for what other GMs are using in similar situations, and also which of the following seem legit:

  • The shifting goes wrong:  you turn into another form that you know (GM decides)  Put someone in a spot or Turn their move back on them
  • The shifting only partly works:  you retain some features of your humanoid form (usually in a way that makes one of the animal's moves narratively unavailable, or creates some other obvious weakness) Put someone in a spot
  • You distance yourself from the spirits:  -1 ongoing to shifting rolls until you rest (similar to the spell-casting 7-9)  Use up their resources
  • You lose your mental grasp on the animal's form: can no longer shift to this form until you rest  (similar to the spell-casting 7-9)  Use up their resources
  • You're distracted in some way that messes with "you and your possessions meld into a perfect copy".  You can shift, but when you shift back some item that you hold, named there and then by the GM, will have been destroyed  Tell them the requirements or consequences and ask
  • There's also the easiest hard move: deal damage.  Perhaps the Druid injures himself in a painful American Werewolf style transformation....

I've also struggled a bit with working out appropriate moves to give out for each animal form.  Examples would really help!

I was thinking that a lot of the power of the animal transformation should come from fictional positioning, and maybe the hold should just be spent ad-hoc when you do something that is only possible by virtue of being shifted.  So you're a bear, awesome! Now you can completely block that doorway, or hit 5 goblins with a single Hack and Slash.  You're a rat, awesome!  Now you can Defy Danger to hide in shoebox, or find your bearings instantly in a sewer.  Narrate something that's only possible because of your form, spend a hold. That thing then becomes a move, so write it on the "animal moves" section of your sheet for future reference and consistency.

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Dungeon World / Re: My problem at being the GM
« on: August 22, 2012, 09:38:09 PM »
In the game I'm running it's fine for players to default to that after the initial colourful description.  They've told me how they cast the spell, so I have something concrete to work with in case of a miss.  They've given me solid fictional detail, so I know whether they need to be able to vocalise to cast a spell, whether they need to be able to freely move their hands, etc.  However, if they're trying to cast when under some kind of pressure, then I will still ask for a full description, because in doing so both I and the player will easily realise whether they have the fictional position to pull off the move.

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