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Messages - zcthu3

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Dungeon World / Re: hirelings and death
« on: February 24, 2013, 01:01:29 PM »
hirelings are (also) a player's resource, so as such, they are vulnerable to the gm's move "use up their resources". You make this move as hard as the rules allow it (so is a soft move unless you have a golden opportunity - that is, a player rolls a 6- on a move involving the hireling or the party deliberately ignores a threat menacing the hireling).

All of this to say that killing a hireling is just using up their resources, very hard.

I hadn't drawn the connection to "Use Up Their Resources", that's the perfect way of looking at hirelings from a mechanical point of view.

Thanks!

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Dungeon World / Re: Any way to get Number Appearing
« on: February 24, 2013, 04:21:40 AM »
As a backer, I say, "The more the merrier!" 

As a backer, I second this statement.


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Got mine here in Christchurch, NZ. Hope your's arrives soon.

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Dungeon World / Re: Not sharing Moves Sheet with players
« on: January 07, 2013, 03:10:13 AM »
...other player (an extremely casual player) always looked down at his sheet when I asked him what his PC did. He saw the listed moves as his only options available.

I had a similar situation arise with one of my players when I handed out the basic move sheets for my first game. After discussing with another DW GM, I tried holding them for the next intro session for new players.

While it worked well at breaking them of the habit of looking at the sheet to work out what to do, it was also somewhat annoying having to go through the outcomes of moves everytime. Given that, I handed out the Basic Move sheets after a couple of sessions.

Best of both worlds.


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Dungeon World / Re: Future Plans
« on: December 03, 2012, 12:04:08 AM »

- some kind of super effing awesome WAR supplement


Any idea when this will be ready? My campaign is rapidly heading this way with an Orc Horde, Deep Elf and Dragon Army, and the Crusading Knights of Zoria (Goddess of Supremacy) all heading towards a confrontation...

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Dungeon World / Re: Clarification of Self-Powered (Wizard Move)
« on: December 03, 2012, 12:00:57 AM »
So, you could do both - if a Wizard takes months inscribing runes and grinding crystals into the mortar as they build their tower, they create a permanent Place of Power. However, if they grab 30 minutes, some chalk and inscribe a pentagram on the floor of a taven room, then they create a "place of power" good for a one-off ritual.

Again, as is so cool in DW, it all comes back to the narrative and what seems appropriate.

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Dungeon World / Re: Four forum-made classes in "proper" DW format.
« on: December 02, 2012, 04:27:19 AM »
Awesome, thanks!

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Dungeon World / Re: Clarification of Self-Powered (Wizard Move)
« on: December 01, 2012, 05:43:22 PM »

I'm reading it as referring to the trigger for the Wizard base move Ritual, which says: "When you draw on a place of power to create a magical effect".  Self-Powered says: "When you have time, arcane materials, and a safe space, you can create your own place of power."


That makes sense from the title - basically the Wizard is their own "Place of Power" so long as they have time, materials and are in a safe place. They then use it and move on (creating a new one later). This was how my Wizard player initially read it.

Upon reading it further however, the description then asks "what kind of power it is and how you're binding it to this place" [emphasis added] indicating that the "place of power" you create, is permanent. So assuming this power isn't a one-off, it can be used to litter the campaign setting with Places of Power.

EDIT: That's not necessarily a problem depending upon the game, but it is important to the player to determine whether they want to take the move or not.

 

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Dungeon World / Clarification of Self-Powered (Wizard Move)
« on: December 01, 2012, 12:04:38 PM »
One of my players was thinking of taking Self-Powered for the Wizard but wanted some clarification about how it works. Specifically:

  • Is this a one-off Move (like The Druid Sleep) which creates a Place of Power or
  • If not, and this is my question, how long (in game time) would you wise folk require to create a Place of Power using this Move?

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Dungeon World / Re: Multiclass Dabbler
« on: November 05, 2012, 03:42:03 AM »
I think we're going to stick with multiclass level being determined from the level where you first gained a move

I agree with this approach, but where is this explained in the rules? It's not clear in the move descriptor for multi-class dabbler but maybe I'm missing something.

Edit - found it!

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