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Messages - SentientGames

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The Sprawl / Re: The Sprawl: Beta version
« on: January 16, 2014, 10:03:38 AM »
Dude! This hack is the SHIT! Totally want to help in some way.

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Dungeon World / Re: Triggering "perception" things
« on: March 13, 2013, 01:34:08 PM »
Okay cool, I think I got it.

Otherwise, if the trap was planned, then the players could find it in a number of different ways. Maybe it's a javelin throwing trap in the middle of the hallway triggered by a pressure plate on the floor.

If the PC's get to that hallway and say they want to proceed cautiously or investigate it carefully or whatever, then let them roll. On a Success, they find the trap before they spring it. On a Partial Success, they spring the trap but can react before it does any major damage. On a Failure, they spring the trap and eat the consequences.

If the PC's get to that hallway and just proceed without caution, I'd use the Partial Success option - they spring it but they can react before it hits them. If the PC's are getting chased or something through the dungeon and run wildly down that hallway, I'd just use the Failure option and hit them with it immediately.

Anyone disagree with those two approaches?


Reading back, this doesn't seem right. In the case where the PCs proceed without caution, I think a Hard Move is necessary. If you default to Setup Move, it makes searching more dangerous then proceeding without caution.

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Dungeon World / Re: Triggering "perception" things
« on: March 08, 2013, 06:24:47 PM »
"Let them roll" I guess is a bad choice of words - I didn't mean to say "give them permission to roll". I meant, if they're searching, then they're "doing it" and should roll, so "have" them roll, not "let" them.

So, from what I understand, if they're actively searching for the trap, they'll get to roll Discern Realities. If they spring the trap, then they Defy Danger. Is there any circumstance where a Defy Danger roll is not granted due to the fiction? If so, what's an example that would give the GM a golden opportunity to hit them with a trap hard move?

I could maybe see Spout Lore being used if the player says something like "Have I heard of any legends of this place having lots of traps?" Otherwise, how could that Move apply to finding traps?

If the players describe an action that would discover a trap, they don't need to roll. That makes sense. If the player says "I poke the statue's shield with my ten foot pole" and that was the trap trigger, then boom, done. They find the trap and probably lose the pole. No roll needed.

I kind of agree with the statement that a secret undiscovered may as well not have existed, but I'm not so sure I totally agree the entire comment. Are you literally suggesting that if the PCs enter a room and ask if there's a secret door there, they should just find it automatically? That doesn't follow the fiction. You'd have to say "How do you look for a possible secret door?" and then they'd roll to discern it or they'd describe their character looking in the dead-on correct place and discover it without a roll.

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Dungeon World / Re: Triggering "perception" things
« on: February 28, 2013, 05:44:06 PM »
I don't know. I mostly play World of Dungeons. Translate what I said into Dungeon World Moves.

Discern Realities would be the obvious answer.

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Dungeon World / Re: Triggering "perception" things
« on: February 28, 2013, 03:53:38 PM »
I was wondering about this one too. I think there are (maybe?) two ways of approaching traps. I think one way is where the trap "didn't exist" until the player rolls a Partial Success or a Failure and prompts the MC Move. So, if the player is searching a room and gets a failure, the DM can retroactively "add" the trap to the dungeon and spring it then.

Otherwise, if the trap was planned, then the players could find it in a number of different ways. Maybe it's a javelin throwing trap in the middle of the hallway triggered by a pressure plate on the floor.

If the PC's get to that hallway and say they want to proceed cautiously or investigate it carefully or whatever, then let them roll. On a Success, they find the trap before they spring it. On a Partial Success, they spring the trap but can react before it does any major damage. On a Failure, they spring the trap and eat the consequences.

If the PC's get to that hallway and just proceed without caution, I'd use the Partial Success option - they spring it but they can react before it hits them. If the PC's are getting chased or something through the dungeon and run wildly down that hallway, I'd just use the Failure option and hit them with it immediately.

Anyone disagree with those two approaches?

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Dungeon World / Re: Running Chases
« on: January 17, 2013, 04:22:30 PM »
Just read through this thread as I found it very interesting. To me, there was one thing that stood out in your discussion, Sarah.

Quote
The thing is, sometimes a chase is a flat-out race. :D In the example which cropped up in our game, it was exactly that: there was no danger of getting lost, getting hurt, or getting bogged down; we simply needed to determine whether the PCs were able to catch up with the orcs (and maybe force a fight) before they alerted the giants. As simple as that. It literally was a very long corridor with a door at the end, and the PCs chasing the orcs. The chase *was* the challenge.

To me, given the above description of the situation, there doesn't seem to be a need for more rules to resolve the challenge. While there is certainly some excitement in finding out whether or not the heroes catch the orcs in time, there wasn't much else going on in the fiction to create the excitement you seem to be looking for. Basically, the heroes were running after some enemies in an otherwise featureless hallway. Not much else going on there so I wouldn't exactly count this as a strong example of the adventure-story chase trope. In movies and literature that feature chases, there is almost always a lot more going on then a hallway and the tension of who is the faster sprinter. If that's all there is, then it's not really an exciting chase scene.

So, at the risk of sounding critical, it seems to me like you may have been looking for the rules to help create tension that wasn't actually there. Like you said, the chase was the only challenge; there was only one thing creating a need for dice rolling.

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