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Messages - ragnarok

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Dungeon World / Re: Disarming and other stunts
« on: September 18, 2013, 04:13:32 PM »
Wow, that can get more complicated than I thought. Thanks for all that input!

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Dungeon World / Re: How would you institute a "haste" or "slow" spell,
« on: September 10, 2013, 01:16:19 PM »
You could use it quite "Narratively", allowing the player to simply use "time" as a special effect ("The Ork swings his Axe over his head and pushes it down on you, with all his might"-"Waves of magic from my Hand bring the Orc to a halt, I step aside, and just as syncs back with us and his Axe hits the emptiness, I kick him from behind" - "Roll for H&S if you can pull this of fast enough.").

Or what about: "Universal Preparedness: When you prepare your magic in the morning, you step a bit in the future and make yourself useful. roll+Int, 10+:Hold 3, 7-9: Hold 2, Fail: Hold 1 (plus whatever goes wrong). Spend one Hold to Aid or Interfere during the day, whether you're with the characters or not. You can even Aid or Interfere yourself."

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Dungeon World / Re: Ran DW with Younger Kids and..
« on: September 09, 2013, 12:22:51 PM »
Haven't played yet, but what could work, is to use moves to change the spotlight. An (over-)active player, will sooner or later give you the oppoturnity to use moves and I think you don't have to use it on him.

"Susan, you see, that the nilbog hit's Fred's head with a rusty mace, he staggers and doesn't see two grinning kobolds approaching from behind. What do you do?"

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Dungeon World / Re: foreign newbie questions
« on: September 09, 2013, 12:17:20 PM »
Actually, I totally over-read that and can't even blame the language barrier, but rather my faulty concentration :)

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Dungeon World / Disarming and other stunts
« on: September 08, 2013, 08:19:21 AM »
Not having played DW yet, I'm quite sure how to handle disarming my players' characters (just "use their resources" when appropriate).

But what do you do if the players want to such a thing? Just let 'em "hack'n slash", with the desired outcome instead of damage? "Defy Danger", with the danger being "If you don't get that, right he's got the drop on you"?

I think, in doubt, everything's "defy danger", but I just wanted to ask another opinion or two on this.

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Dungeon World / Re: foreign newbie questions
« on: September 01, 2013, 07:09:07 PM »
A Question for the hireling Adept: There seeems to be no skill-use, involving the actual skill-number of the hireling. Do I read this right, or is there something "lost in translation"?

(As for the protector-skill: It finally clicked. Reading it as "If you do [take the +1] you cannot get a 10+" it makes perfect sense. Kinda embrassed. Why didn't I read it theclick before?).

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Dungeon World / Re: foreign newbie questions
« on: August 28, 2013, 05:31:38 PM »
Thanks Inferno. The way I did read it, it wasn't clear whether you cant't get 10+ at all, or just if you can't get 10+ without the hireling, (say due to a debility you roll 2d6-3, so without the Protector's +1 you could never get to 10).




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Dungeon World / foreign newbie questions
« on: August 27, 2013, 06:43:29 PM »
Hello,

DW sounds really awesome (kinda like our first AD&D-experience, before we understood it's rules :-)). I want to run DW for my group, but I think due to the language barrier, there are some things I don't understand fully.

Carouse: Does everybody need to spend 100 coin separatly? Does everybody roll, or just one roll for the whole group?

Hirelings: Who distributes the points among the hirelings skills? GM or players?

As for a Hireling-Skill:
Protector/Intervene: "If you do you cannot get a 10+..." sounds strange. I guess this just means "If you cannot get 10+ without the hireling, treat 10+ as 7-9"!?

I guess I'll have other questions later.

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