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Messages - Drez

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1
brainstorming & development / Re: Zombie World
« on: March 11, 2013, 03:57:44 PM »
Oh and btw the images in the Intro file were randomly pulled from the internet; I have copied/pasted them in my doc as placeholders and in no way seek to take credit for them, and will remove them at a moment's notice if the creator of them so asks.

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brainstorming & development / Zombie World
« on: March 11, 2013, 03:56:26 PM »
So, I know zombie apocalypse hacks are a dime a dozen, but I'd like to share my personal crack at it with all of you:

https://docs.google.com/folder/d/0BxOLKvL9ehx2Z0dQam1ZYzU5QTg/edit?usp=sharing

Please check it out, download it, print it, play it, or just read it and tell me what you think. I am eager for feedback, play reports; whatever I can get!

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brainstorming & development / Re: dedicated hack forums
« on: March 11, 2013, 03:55:14 PM »
Hey Vincent,

If possible I would like a forum for Zombie World, my zombie apocalypse hack.

4
Thanks for the feedback Mike! I think it's really awesome that you worked so hard on this game, and then moderate this board on top of it to talk with us "little people." If you ever need a play tester or someone to bounce an idea off of, you can count on me!

5
Monster of the Week / Black Friday: A Monster of the Week AP Session
« on: March 02, 2013, 06:42:38 PM »
The Adventure: "Black Friday"

I wrote "Black Friday" as a short introductory adventure, so my players could basically just screw around with the moves and understand how the game flows. The adventure begins mid-fight, where the hunters have a master vampire on the ropes. In desperation, the vampire flees out into the streets and ends up blending into a crowd of people being let into a Walmart for a Black Friday midnight opening. The players had to find the vampire and stake him before he was able to feast on some hapless shoppers, then escape. In my fiction, the vampire's powers were limited from all the fighting before the adventure began, plus his injuries; he needed blood to recharge.

I had four players: an Expert, a Flake, a Spooky, and a Professional. As is often the case in "Powered by the Apocalypse" games, the history/Hx/bonds system immediately leapt out as a a very useful, effective game mechanic. In just a few short minutes, a room of four near-total strangers were friends, and had characters with a vested interest in each other. Brilliant!

Right off the bat, I should not have allowed the Professional. As soon as the vamp entered the Walmart he went straight to the manager and tried to get the Walmart shut down and cordoned off by police. I did "turn his move against him" by having the vampire use his mesmerizing powers on the manager before the Pro could get to him. The vampire made the manager think that it was the Pro who was the threat, and the police should be called on HIM! So when the manager saw the Professional, he starts screaming bloody murder and goes for the phone. The Professional tries to grab for the phone; I ask for a "Cool Under Pressure" move and be blows it, with a 2.  I have the manager pull a thing of mace out of his pants pocket and spray the pro. Just one of many darkly hilarious moments this afternoon!

Anyways, why I shouldn't have allowed him is because the main dramatic tension of this scenario was supposed to be tracking down this vampire in a crowded store of innocent bystanders. By allowing someone in the game with civil authority I threatened to let the whole store get evacuated, changing a tense vampire hunt into essentially a fight in a department store. It worked out in the end, and there are a number of ways to handle this other than simply outlawing the Professional, but nevertheless the next time I run this, I won't allow the it or any other class that may have the authority to shut down a Walmart!

The other problem with allowing the Professional is that he immediately mitigated what could have been an excellent complication: the police! If the hunters had no authority figures, then it could have looked to the Walmart shoppers that the hunters, not the hunted, were the bad guys! But, after a few "Cool Under Pressure" rolls and a Luck point, the police were instead working with the players instead of against them, helping cordon off the building.

In the end, however, it was a great adventure, and everyone had a great time! I'll write more about it later; right now, it's dinner time!

Yum yum yum...linguine and clamp sauce. Now, a few more thoughts:

-I love how some of the play books cab organically play off of each other. For example, the Spooky and the Expert. The player of the Expert didn't know exactly what he wanted to be an expert in. When the Spooky decided to use him as a mentor for her history, it just suddenly made sense to the Expert to be an occultist so he would have knowledge to help the little girl with her powers!

-Not a fan of the Harm rules. Didn't like them in Apocalypse World, don't like them here, either. I much prefer Dungeon World's hit point system; it's smoother and simpler than having to remember the rules for harm AND having to try and narrate the damage. I understand some people like it; more power to them! Just sayin'.

-To play more Cthulhu - esque, gritty realistic campaigns, I would love to get together a bunch of "normal" classes. You know; play books for characters like a doctor, a journalist, etc. I know this game does have some options in its current form, but some of those classes (like the Snoop) are tough to find. I also realize that Sean Preston is currently working on a "Cthulhu World" but until then, I would love to see Monster of the Week be your one stop shop for all your horror-game needs!

6
Dungeon World / Dungeon World/FATE Crossover
« on: March 01, 2013, 06:02:44 PM »
I have NOT playtested this yet, this was just an idle thought while at work. I was wondering what ya'll think of this:

Take the Aspects from FATE and combine them with the moves and dice mechanics of Apocalypse/Dungeon World and what do you have? A game composed of pure AWESOME.

Note #1: This system would replace the "Luck" mechanics found in Monster of the Week.

Note #2: I have neither played nor read Monsterhearts, and am uncertain if there are any mechanics in that game that may undermine this system.

Aspects:

Aspects are short phrases that indicate what is important about your character. Aspects are like custom moves, built from your own character’s backstory. 

Each character in any “Powered by the Apocalypse” game begin play with up to three Aspects. Aspects are derived the exact same way they are in FATE. During character creation, a player gets one Fate point per aspect (up to three).

New Special Move:

“Take Fate Into Your Own Hands”
When a character invokes an Aspect, he/she describes how the situation plays into one of his/her Aspects, spends a Fate point, marks experience and can do one of the following:
   -Take no damage, if the character was about to take damage;
   -Get a “hit” on the next move, as if the player rolled a “12”;
   -Make a GM, Monster, or Location move (following the established fiction, and subject to GM approval)


New GM Move: Tempt a Character’s Fate

A GM may invoke a character’s aspect to make the character fail a roll, as if he or she rolled a “2.” If the GM does this, the character earns a Fate point. The player may veto the GM’s compel by paying a Fate point.

If a player refuses, a GM may escalate the temptation by one Fate point. If the player refuses, he or she must spend a second Fate point to fight the temptation. If he or she does, the GM may may offer a third Fate point to make the character fail. If the player still refuses, he or she must spend a third Fate point. The escalation ends at three; if the player spends that many Fate points to avoid failure, then it’s time to move on!

Having a GM compel a character’s aspects is the ONLY way a player can earn Fate points. A player cannot compel his or her own aspects...however, a player can compel another character’s aspect and make that character fail his or her next roll. If the player vetoes this, the spent Fate point goes to the GM. If the player accepts this, the GM awards the Fate point (not the compelling player).

Fate Points and Aspects: an Example

Ed and his group are playing Dungeon World. Rob is playing Eregar, a Dwarf Warrior. Rob has written “Never Backs Down From a Fight” as an Aspect.

In a battle, an ogre swings his club down directly onto Eregar’s head. Rob doesn’t want to take any damage from the hit, but isn’t trusting his abysmal Dexterity to dodge out of the way, and none of his friends are nearby to help. So, nothing to lose, Rob asks if he can use his Aspect here to do the “Take Fate Into Your Own Hands” move. The GM says “sure; how do you use your Aspect?” Rob says that Eregar doesn’t move out of the way of the massive swing, but instead stands right up to the ogre and says “You think that scares me, ye wee beastie?”

After the group stops laughing and applauding, the GM agrees that’s an excellent invocation of Rob’s “Never Back Down From a Fight” aspect, and allows the move. Rob spends a Fate point, marks experience, and takes no damage from the hit. The GM even throws in a little bonus, declaring that the ogre’s club splinters into pieces when it hits the dwarf’s hard head!

Later on, the PCs are carousing at the local tavern, and Eregar is regaling the wenches of his heroic battle with the ogre. A fellow dwarf spits on the floor and says “Eh? You don’t look so tough to me.” The GM decides to do a Tempt Fate move on Eregar. He offers Rob a Fate point if Eregar plays into his “Never Backs Down From a Fight” Aspect to challenge the dwarf patron. Rob agrees, takes the Fate point, and declares that Eregar throws a punch immediately at the dwarf. A brawl ensues!

7
The Regiment / Re: The Regiment: Colonial Marines
« on: February 28, 2013, 11:09:43 AM »
EXTREMELY impressed with the polish and production value. Definitely going to give this a shot (no pun intended)!

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Dungeon World / Re: Front Help? Trolling for Ideas
« on: January 20, 2013, 09:41:27 PM »
If the dragon is eating ghosts, maybe the ghosts can be a danger. Maybe they attack the PCs, mistaking them as servants of the dragon.

Speaking of servants, dragons are often worshipped as gods. You said the PCs interrupted a spell? Could the caster have been a priest of a dragon cult? Could a dragon cult seek to try and re-cast the spell?

Well, there's a couple of ideas. Hope they help!

9
Dungeon World / Re: Cure Light Wounds: A Problem
« on: January 20, 2013, 09:34:42 PM »
In my game, I just said the cleric took half of the damage he healed onto himself (e.g. He heals six damage, but takes three damage himself). I guess you could call that "putting him in a spot" but I felt the spirit of the rule is "it'll work, but it'll cost you."

10
Dungeon World / Re: DW Play Report...or, Why This Game is Awesome (LONG)
« on: January 20, 2013, 07:48:49 PM »
The players seemed pretty blown away. Most of them thought it was awesome; there was one guy, though, who I think wasn't too crazy about the high level of chaos. I think his problem would have been mitigated if there were less players.

As for the in-fighting, none of the players actively hurt each other; I just had them making tons of +Str and +Dex rolls to see who could take it from whom. Whenever one guy thought he had it, I turned to another guy and said "What do you do?" and that pretty much kept the hijinx going for quite awhile. I had the Paladin settle it by swooping in and taking it with his griffin.

As for where it goes from here...in the "What did you learn about the world?" question, a couple of players talked about the slain dwarven general's atrocities, the uncertain motivations of the dragon, and the general theme of things not seeming so black and white. So I intend to exploit that for the rest of the campaign, having the "Good" guys doing terrible things and having the dragon and his legions of dragon-worshipping kobolds fighting for peace. The Bard...well, I've got plans for him that will allow him to stay in the party AND not be exposed as a traitor...

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Dungeon World / DW Play Report...or, Why This Game is Awesome (LONG)
« on: January 15, 2013, 05:41:47 PM »
A couple weeks ago, I hosted an event via Meetup.com at the local library as "Welcome to Dungeon World." Due to some logistical issues with turning off the invites, I had eight people RSVP'd before I could close off the event! I felt bad un-inviting people, so I said "screw it, we'll figure it out in play."

Prior to this Meetup, I had never played DW before. I was dying to try, though. I've been playing RPGs for over 20 years, and I had NEVER seen something like this before. I HAD to try it.

It was a little nerve-wracking at first, the idea of not having an adventure fully planned, AND having eight people for a game that is typically capped at six. Even the players seemed a little leary. For the starter, I decided to have the players in the midst of the climactic final battle between the assembled forces of Good and the legions of Evil. I decided a dragon would be leading the forces of evil and commanding them with a powerful artifact called the Orb of Command. I would have the players attempt to capture the orb, and/or slay the dragon. That was ALL I had planned.

With eight players, all eight of the core classes were in use. I held a draft to pick classes, then we made our characters as a group. The bond discussion was, in a word, great. Many of the players had never met each other before, and they were already putting together bits and pieces of stories and personalities for themselves and others. All just by putting peoples' names in blanks, Mad-Libs style. Normally, I have to work hard with the players to figure out their backgrounds, why they're adventuring, how they know each other, etc. Here, it all just flowed.

One guy, the Thief, showed up late, and I had already written him off as a no-show when the game was about to begin. Rather than kicking him out, I sat him down, gave him the Thief sheet, and told him he was unconscious. And, like that, the game just began: I split the group in half. One half was holding a hill, surrounding the unconscious and defenseless Thief. The other half were inside a guard tower, watching in horror as a legion of kobolds tried to break the door down.

Always remembering to "portray a fantastic world", I had a calvary of elves riding unicorns come to the hill. They brought fresh unicorns for the PCs there, and told them to see General Stonecore behind the front lines, he had a very important mission for them. They proceeded to go on a unicorn chase as the enemy calvary...goblins riding wargs...came after them. I had a flying calvary of griffons come in for the players in the guard tower, but remembering my principles of danger, ruled that the griffons couldn't land because of hill giants flinging boulders at them. They could only swoop one-at-a-time, and the PCs had to try and jump onto them.

The biggest laugh of the game came next, as the players, battered and bruised, showed up to General Stonecore, who greeted them with "I have a vital mission for you all, and you are truly the best warriors in all the land." This, after the thief fell off a unicorn, the cleric nearly killed himself botching a heal spell, and the mage spent most of the unicorn chase dangling upside-down from his mount, blasting magic missiles at the wargs.

So the mission was to get to the dragon's stronghold and either capture or destroy the orb, and either escape alive or take down the dragon with them. Well the PCs make it all the way up and through the stronghold, sneaking through the dragon's egg chamber and scaling the walls, until they get to the top of the stronghold. The Paladin gets it in his head to use I Am the Law on the dragon. The Paladin used that power earlier in the game to try and get a kobold commander to release some prisoners, and I choose to simply have the commander attack. Not wanting to do that twice, I decided I would have the dragon try and talk the PCs out of fighting. I had the dragon say that he was, in fact, the good guy, he didn't want to have to kill everyone, but that General Stonecore was corrupt and would seek to bring ruin upon the land. I then had him conjure a knife made out of one of his fangs and said that if the PCs would take the fang dagger and use it to kill the dwarven general, he promised to stand down.

Nobody in the group believed the dragon and attacked. Nobody, except the Bard. While half of the party was trying to pry the Orb from the pedestal, the Paladin and Fighter were taking on the dragon head-on. The Bard's player used his Bardic Knowledge and asked me what he knew about the General and his deeds during the war. I turned the question back on him, "Well, what DO you know about him?" I resolved some of the other action while I let the bard think it over. When I got back to him, he said that he knows that the General was guilty of some atrocities during the war, and that he believes the dragon is telling the truth, that it was the dwarf who started this war and the dragon who's trying to end it.

"Um, WHAT?" said the Paladin.

The Bard scoops up the dagger and says he will assassinate the general! The Cleric, hell-bent (no pun intended) on talking some sense into the Bard, tackles the Bard before he can leave. The dragon scoops both of them up into one of his claws and flies off. The Paladin and the Fighter jump onto the dragon's back, still trying to slay him.

(By the way, the cleric prayed for guidance before the fight. I ruled that his god would enchant all the players' weapons to be capable of harming the dragon, but only if the cleric sacrificed his own weapon and swore not to attack anyone for the rest of the quest. He agreed.)

Meanwhile, the Orb of Command was successfully pried off the pedestal by the Ranger. The Druid takes the Orb and intends to drop it into a nearby volcano; the Mage thinks it should be brought back to the Good guys and studies by the mages' guild. This turns into a fight between them, the Ranger taking sides with the Mage. Chaos ensues, the bowling-ball sized orb rolling all over the stronghold roof before falling into the moat down below. Needless to say, all three dive over the edge after it.

In the sky, the dragon is simultaneously fighting off griffons while trying to buck the Paladin and Fighter. The dragon succeeds in bucking the Paladin, who's caught by a griffin. The dragon tells the Bard to kill the Cleric with the dagger. The Bard refuses. The dragon manages to successfully put the Bard in his other claw, and then flings the Cleric to his doom. However, another griffin swoops by and saves the cleric, again.

The dragon makes it to the frontlines, drops the Bard, and then turns around to go back to the stronghold. The Paladin urges his griffin to go back to the stronghold, looking to get the Orb before the dragon gets back to it. The Fighter loses his sword, and so without a weapon dives off the dragon onto another griffin, going down to the battlefield to get it back.

The Bard, convincing General Stonecore of victory, reaches in for a congratulatory hug...and slits his throat. The dark magic of the fang dagger allows him to teleport back to the dragon. They both escape to the mountains.

And so, the adventure that I didn't have planned and was expecting to be a fairly straight-forward fantasy romp that shows off Dungeon World turned into a tragic tale of betrayal and the horrors of war. And if the Paladin had not tried I Am the Law on the dragon, the dragon would not have spoken, and the adventure would have taken a very different turn.  How frickin' awesome is that?



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Dungeon World / Re: Play by Tweet
« on: January 07, 2013, 12:45:45 PM »
I would modify my last post, but alas enough time's passed.

We've run into our first problem. Apparently Twitter thinks my account is spam and so they've temporarily suspended my account. I've contested it, but I got quite the laugh out of it.

So I noticed.  I tried following you and addressing you and can't get anything. Whenever you figure it out I'll write you into the adventure!

13
Dungeon World / Re: Play by Tweet
« on: January 06, 2013, 12:36:06 AM »
Just caught this, and it sounds like a pretty rocking idea. I might just try it myself.

Would you allow Battleminds in the party?

http://www.latorra.org/2012/07/10/the-battlemind/

Sorry but I'd like to stick with the regular classes for the first game, that way myself and the other players are all on the same page. If that is a deal breaker for you I understand, and I'll let you know if and when this changes!

14
Dungeon World / Re: Play by Tweet
« on: January 05, 2013, 12:13:15 PM »
Be whatever you want, I'll worry about the details. I would love to just get started and I could bring players into the story as we go. Make your characters and submit them to @gm_gibbs! I'll figure out bonds as we go, too.

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Dungeon World / Re: Play by Tweet
« on: January 04, 2013, 12:10:36 PM »
I'm in as well! I suggest instead of emails for the long descriptions you use an online clipboard or upload PDFs and link them in a tweet with a url shortener. This way all the assets and actions occur in one place rather than having to switch between twitter and email.

That's a great idea! I could link it to a blog or something, so the entire adventure is online! Anyone wanting to join could just read all the way through it.

Whenever you guys want, make your characters and link pdfs of them in a message to my Twitter account, GM_Gibbs. I'll get your guys, start asking you some questions, and the adventure will just form together! No need for you two (or anyone else diving in) to coordinate with each other during character creation: I will set you to up to meet each other in-game, and you can work together from that point forward.

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