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Dungeon World / Re: Google Docs character sheets
« on: March 17, 2013, 04:59:28 PM »

Apocalypse World / Re: How would you handle a "Delay Action"?
« on: October 25, 2012, 02:25:51 PM »
I would bend either read a sitch or read a person a bit to the situation.
Read a person
   what does your character intend to do?
   how could I get your character to shoot me/not to shoot me ?

Dungeon World / Re: My Custom Fighter Moves
« on: June 03, 2012, 03:33:24 PM »
Those are very cool! The only thing I'd recommend is to put more fictional results instead of purely mechanical. Like, War Tactics: spend a hold to: separate a smaller enemy force; keep fighting despite overwhelming odds; entrench a position. Some crunch is cool, but you need some spice as well...

Apocalypse World / Re: Antagonic PCs in the first session?
« on: May 29, 2012, 05:28:42 AM »
Maybe it's too late already, but make sure that he's not creating his character in isolation at home. The other two players do have the right to influence the new PC. This has to be a collaboration or you risk a sudden death of your campaign.

Dungeon World / Re: Wealth: Special move
« on: May 23, 2012, 04:02:19 AM »
I've been playing with wealth in my hack, and an insight I've had is that wealth should not be considered linear. What I've done is I've defined levels of wealth: a couple silvers; dozens of coins; a chest full of gold; etc. The levels are one to two orders of magnitude apart. Whenever you want to by something that is "below" your wealth, no sweat: it's a rounding error in your budget. When there's a price that is comparable, roll! 10+: you get it for "free": you pay but it does not change your wealth; 7-9: you decrease your level of wealth by one category or there is a complication, your choice; 6-: both.
This was a move to simplify weath management though, and you maybe are moving in the other direction. Nonetheless, I hope you find this somewhat useful.

Dungeon World / Re: Defensive monster moves
« on: May 15, 2012, 03:45:29 AM »
Actually I haven't ever done it by not rolling at all. Linking XP to novelty with this "roll but fail" method and avoiding arbitrary DM decision on handing XP out was a good thing. On the other hand there certainly was some awkwardness when I nullified the move and also responded with a hard move instead of a soft one. I'll experiment some.

Dungeon World / Re: Defensive monster moves
« on: May 14, 2012, 05:07:15 AM »
This block thing is very useful. The way I've been doing this lately is this: The player makes a move on an enemy and rolls a success. But I've decided that for example this bodyguard he tries to disarm is the very best fighter in the city, so I deny the player the result of his move. The player gets an XP instead, and a clear description of why his move did not work. I don't tell the players up front that such and such a move won't work, only if they stumble upon it by trying. Clues, of course are abundant, but no discussion whether a move will work beforehand.

For us it works like a charm. Actually I think this is the very best way for marking XP: you encounter something new.

brainstorming & development / Re: Woodland Creatures (*W for kids)
« on: March 19, 2012, 05:18:12 AM »
Three things cross my mind.

1. What are special powers? You always succeed if you use that? Or just color? I think stating them as actions would be a lot better.

2. I think (physical?) harm is completely unnecessary in a formalized way. Shifting relations and emotions are the way to go. Becoming envious, sad, disappointed are all cool, but harm serves no purpose.

3. It would be cool to have tokens for these emotional states and play could revolve around resolving these. If Mr. Rabbit has a sad token, it will be strong hint for the players to try to cheer him up. 

+1 Episodes can start with some external event that needs reaction, and can end when every "bad" token is resolved.


Dungeon World / Re: Beta questions
« on: February 17, 2012, 04:55:03 AM »
You might want to split the parley move up some:

When you try to talk to someone who prefers to do something else instead
  7-9 they stop briefly and hear what you say, but resume their tasks afterwards
  10+ they find you interesting and are open for more talk

When you try to close an unfair deal:
  7-9 they accept now, but might change their minds later or try to play you
  10+ they accept

When you pose or speak to rouse an emotion and hint at a suitable course of action:
  7-9 they are affected emotionally, and choose some action in line with that emotion
  10+ they are affected and do as you suggest

I think that all of these moves can be used on monsters, NPCs, and fellow PCs alike. Want to scare the goblins? Wany to make allies with the lizardmen? Want to gain an audience with the prince? Want to control an angry mob? Want to charm the audience for some coins? Want to bargain? Want to play with a dragon? Want the fighter to stop for a second? It's all there.
Also, against the PCs, there is no need for the carrot and the stick! I often find that hard to tie to the fiction.

Dungeon World / Re: Failed Parley = Defy Danger?
« on: December 29, 2011, 04:58:29 PM »
Hey, Ludanto.

You don't have to make it a problem that relates to the parley or the leverage. Make it a complication of the thing he is doing. You don't Defy Danger on it's own. You Defy Danger because you are doing something and that something does not go very well because you are worrying about the leverage. But worrying is not the only thing that materializes: it generates a problem. For example the thief decides to fight back by a quick left hand attack, but as he hesitates, the fighter can see it coming in his eyes.
This all works only if it is an active thing the manipulated person is doing, but it's all right. If the thief can just sit back idly doing nothing, the fighter probably should have chosen the carrot, not the stick.

Dungeon World / Re: Failed Parley = Defy Danger?
« on: December 29, 2011, 03:15:02 PM »
At least in AW, the Act under Fire roll is not to decide if you can refuse or not. The thief can refuse or not as his player wishes. The Act under fire comes to life when he actually does something that is contrary to the wishes of the fighter: try to run away for example.

This is the time when a Defy danger roll is necessary. This is when the images of his mom being beaten up appears in front of his inner eyes, as if it is happening right now. He might get distracted, he hesitates, gives away his intention to run or something similar. In this case, the fighter probably gets the initiative, that's wha this move is good for.

So the "danger" is not that the leverage comes true: it is that you worry about the leverage and it causes all kinds of concerns and hesitation in you.

Now, I am not familiar with the wording and the actual rules of Dungeon World, but this is how it's supposed to work in AW.

brainstorming & development / Epos
« on: August 05, 2011, 06:04:52 AM »
So, I've been thinking on a comment I've read: that AW can easily be adapted to a gamist game. Here's a quick try, by rethinking John Harper's Agon. I am aiming this to be very light on rules, competitive, and working even in a single session.

blood & guts / Re: Hit Points
« on: March 07, 2011, 07:55:59 AM »
This is about the advantages of a very abstract, very simple HP system in more detail.
It is of interest is that hit points in D&D for example are really immunity, like, nothing substantial happens when you lose some HP. It's only important as you approach the limits there, which basically is nearing 0 HP. This is in contrast with AW and your suggestion Paul, because even a 0-harm can knock you unconscious at the decision of the MC and the dice.
What I really do not like with the immediate serious effect (pass out, trapped, drop something etc.) is that they close options instead of opening them up. When you are low on HP, you consider fleeing or a truce, but you are still fully capable.
Also immediate effects are really "tactical", instead of being longer term, interpersonal and complicated. I would prefer to have a system that introduces the needs later, like the need for healing or avoiding medical complications by dealig with other characters. A classical HP system is also capable of this, by forcing you to purchase healing services or stuff.
I haven't gotten my head around this, but it might be interesting to come up with lists of requirements for a harm system, and see how the various solutions compare. I wonder if there was something like that for AW.

blood & guts / Re: Hit Points
« on: March 07, 2011, 07:27:09 AM »
Well not really, a 2-harm goes into slot 2 (becoming a 2-wound) if it's free, and not slot 6. But if it's already filled, you die eventually, yes.

However, thinking through all this I come to appreciate the original rules more and more. I am still pondering about the harm roll and it's effects, and still have my dissatisfaction with the particular procedures. Based on lumpley's advice above, I think putting the option to roll into the player's hands would solve a lot of things for us, especially if the positive result is more valuable.

Whenever you would suffer x-harm, and try to pull yourself together, roll+hard. On a 7+, it's 1-harm instead, you shake it off. On a 7-9, the MC chooses one from the list.
  • you pass out, get separated or get trapped
  • you miss noticing something important
  • you lose something important
On a 6-, the MC can choose to make a hard move instead.
Also delete the section that makes you crippled etc, and some other minor tweaks for sure. 0-harm makes no sense with this setup, for example. The nice thing is that the MC should ask, like, cool, how do you do that? and then we really get to know more about the injury in the first place. I'll try this in practice and see how it works.

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