Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Matteo Turini

Pages: [1] 2
1
Dungeon World / Re: My problem at being the GM
« on: August 20, 2012, 05:16:47 PM »
I've only read Dungeon World for now, but I've played a whole lot of Apocalypse World, and in this specific regard I had the impression they don't differ.

So, Adam, I think there's nothing wrong with the other players waiting for you to tell them what are their characters doing in term of moves. That's a feature of Apocalypse World engine based games; specifically, that's how character moves and Mc moves interact with the fiction and with eachother.

When a player says: "Im' going to cut its throat with my sword," as Mc you could answer with a lot of different reactions, depending on the fiction, your preparation and your principles.

For example, it could be hack and slash, if the monster is ready to retaliate; it could be inflict harm on the monster without needing the move, if the monster is not retaliating for whatever reason; it could be defy danger, if the monster is (let's say) invisible, or surrounded by a cloud of dense gas.

Fact is, as Mc you know what the specifics of the situation and of your preparation (including, let's say, monster hidden resources) are, the other players don't. So, if they went: "I totally hack and slash that lich," you could say: "Wait! When you draw your sword from the sheat, the monster turns gas" (maybe the lich's "release a perfected spell"), depending on the fiction, your principles and your preparation. Or you could say: "No need to hack and slash, it's still distracted by the wizard's spell... Just inflict your damage!"

So, wrapping it up: I don't think there's anything wrong with palyer waiting for you call as Mc on their actions. It's the normal flow of the game.

[Obviously, everything I've said could be totally useless if DW and AW were different in this regard, but they didn't seem to be, reading DW's rules.]

2
Dungeon World / Re: prerelease comments / observations
« on: August 13, 2012, 06:04:07 AM »
There are a couple of rule suggestions here on the forum (I'm mainly thinking of these two, about load and statistics: http://apocalypse-world.com/forums/index.php?topic=2770.0 and http://apocalypse-world.com/forums/index.php?topic=2799.0 ) that seemed to be well received, but that are not present in the document.

Is this intentional? Did you mumble over them and decided to leave them out, or were they simply passed over?

3
Dungeon World / Re: Pre-Release Character Sheets
« on: August 13, 2012, 05:47:41 AM »
I preferred by far the landscape format too, but these are nice anyway.

4
Apocalypse World / Re: Last Child playbook (again)
« on: June 29, 2012, 09:37:38 AM »
I like it a lot!

5
Dungeon World / Re: So, The Druid
« on: June 14, 2012, 06:58:20 PM »
Right, I forgot about the holds while writing, and remembered just after clicking on "Post"! Sounds fair to me.

6
Dungeon World / Re: So, The Druid
« on: June 14, 2012, 06:04:10 PM »
Hi!

Just to see if I understood the Elemental Mastery move right: if I'm the druid and the party is closed in a long distance arrow-fight with a horde of goblins inside a huge underground cave, I could call the spirits of the earth to shake the cave and make it crumble onto the goblins, thus ending the fight with just that move, right?

If that's the case, I like the that you can only have choose two of the three options, it makes the move powerful, but with consequences. I agree that they should probably be baked inside the move in some way, but that's just a wording-thing.

Then, a little clarification on the Shapeshifting move: how would a pc use a monster (animal, in this case) move? Basically, the monster moves are there to use when a pc fails a roll, so they can just be a description of what happens, but a pc should always roll anyway? It shouldn't be allowed to "rend an enemy apart" (monster move invented on the spot) without rolling, right? If that's the case, how would a pc use "rend an enemy apart"?

7
Sagas of the Icelanders / Re: Playbooks and MC Sheet, final stretch
« on: March 07, 2012, 08:37:45 AM »
They seem to work, for me.

8
Definitely interesting.
I saw your first hack and it seemed realy enjoyable, so I'm looking forward to this.

9
Apocalypse World / Re: New playbook: the Smiler
« on: January 09, 2012, 07:55:40 AM »
I love it! I'd reall like to see it in an actual game.

Just a couple of questions:
- is there a reason why it doesn't have a "get +1hot" move, or can't improve the stat by advancement (except by taking a move from another playbook) before the 6th?
- On 'Wanderer', it doesn't matter if you rolled a 10+ or a 7-9?
- In 'sweet lies', you make a dinstiction between pc and npc, but npcs can't roll, so the +1 and experience are useless for them.

10
Apocalypse World / Does background fiction trigger sex moves?
« on: April 20, 2011, 08:23:22 PM »
My friends and I are about to start a new AW game and, in character creation, we stumbled upon this problem.
The brainer, Atisha, chose her Hx option "One of them has slept in your presence" for the operator, and they decided they had sex that night.

We were not sure if this could trigger the sex move. I'd say no, because in that case every move could be used in background fiction (for example, In-brain puppet string to gain some holds on a character before the game actually starts), but then again sex move is a *special* move, so we can't decide...

What do you think?

11
Apocalypse World / Re: The "twinky" battlebabe
« on: March 29, 2011, 01:43:03 PM »
On a side note: actually the last line of stats of the operator sums up to +2 with only Cool+2; is that intentional too, or just an oversight?

12
Sagas of the Icelanders / Re: Yeah?
« on: January 27, 2011, 06:46:14 AM »
Ok, thanks!
I like very much both tha harm move and the take on fighting.

13
Sagas of the Icelanders / Re: Yeah?
« on: January 26, 2011, 06:17:28 PM »
Hi Gregor, some questions/notes:

* Seidkona: what does "mark a child with the gift of sorcery" - from the improvement section - mean, exactly?

* Free Woman: there are two slots of "get a new move from your playbook", but the only case in which both could be taken it is if she started with the "Celt" move, and then picked up the "Young" move as an improvement. If she starts with Young, she can't then pick up two moves from her playbook as an improvement. Is this intentional?

* Still in the Free Woman playbook: the move "She-Wolf" has a "when you fight back clause".
How can women inflict harm/fight? With the "trade harm for harm" and "tell them possible consequences and ask" moves from the MC's list?

* Lastly: harm. There's no counter, right? When you suffer harm, you just roll on the harm move, you don't have to fill clocks or whatever, have I got this right?
In that case: the Seidkona has the option "heal 1 harm" in her Midwife move; what does it mean?

---

I must tell you I really want to play it, now that I've read it. Like, REALLY.

14
Sagas of the Icelanders / Re: Yeah?
« on: January 26, 2011, 02:10:08 PM »
Great!
I like the concept very much... I really hope to play it soon. I'll give you feedback when I can.

PS: the link's broken. Here's the [redacted] one.

PPS: (nitpicking) the Freeman's font size is smaller than in the other playbooks.

15
brainstorming & development / Re: Ice World - A pleistocene hack
« on: January 25, 2011, 05:52:38 AM »
Yeah.

That's definetely cool, I'd try it.

Pages: [1] 2