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Messages - vlad48

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Dungeon World / Re: Fictionalizing Discern Realties
« on: February 23, 2013, 05:17:49 PM »
Yes, it does help. As we increasingly discover, DW forces longtimer gamers to play in a different conversational style - or go back to a very old-school style - so very specific examples that spell things out are most useful.
I find creating an understanding of how this game can work is almost as entertaining as playing it.

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Dungeon World / Re: Fictionalizing Discern Realties
« on: February 22, 2013, 08:23:43 AM »
I suppose it could come down to how the PC asks the question - eg "my player is looking at the ground and walls to determine what he should look out for." instead of "what should we look out for?"

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Dungeon World / Fictionalizing Discern Realties
« on: February 21, 2013, 11:02:13 PM »
As our game groups explores DW, one issue that came up was that Discern Realties seemed a somewhat unsatisfactory Move as it allowed players to directly ask the GM questions, which caused PCs to step out of character. As a quick fix for some situations, we developed this Move which has PCs searching instead of asking direct questions. Thoughts on this issue?

Player Move – My Eye, The Beholder (replaces Discern Realties at times)
As PCs search rooms, look for traps or generally search for info about specific areas or objects. (Huge halls or landscapes should not be tested in a single roll.) Roll+wisdom. Modifiers added secretly by GM to not alert PC to type of hidden article: Traps: Thief +1.  Magical Traps, Presence: Mage +1.  Hidden doors, levers, subrooms: Dwarf +1.
Results: 10+ - success! All revealed or discovered plus optional +1 forward
7-9: If multiple items, only reveal 1.
- If only one item, inflict a cost or penalty (something approaching, -1 forward, threat, trapped)
- find one item, damage/lose/destroy/ignore another

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Dungeon World / Re: Running Chases
« on: February 20, 2013, 10:05:47 PM »
Wanting something a bit more specialized than Defy Danger, I came up with a Move some time ago for PCs running from danger - this might be of interest for chases:

Fly you fools! Characters attempt to run, climb, flee from creatures or other danger. Use roll+con or roll+dex; -1 for clumsy armor, severe wounds or other impairment.  Successfully escape to safe distance on 10+.
7-9 choose 1 in keeping with fiction:
- escape to safe distance but enemy inflicts an Average Wound (3 on d6, 4 on d8, etc) on your backside
- escape to safe distance but drop 1 item; GM decides
- escape to safe distance but damage armor while fleeing (-1 armor)
- escape but tire; suffer -1 forward
Note: enemy may choose to pursue from distance or not, possibly causing hero to “run again!”

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