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Messages - Ludanto

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1
Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 08, 2012, 04:08:51 PM »
All of that's true.  If we know how many HPs a "low level" (for example) monster should have, there's no reason we shouldn't be able to fudge it.

2
I don't have a quote, but I believe Sage has said that the Thief is very DEX-focused, so Backstab uses STR just to mix things up a bit.

3
Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 08, 2012, 02:35:38 PM »
They certainly would.  A cheetah would have, say, 20HP and an elephant would have 27 (and Armor 1 and +Forceful).

Besides, we all know that HPs don't represent the number of times you can be stabbed and survive or anything.  They're an abstraction.

4
Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 08, 2012, 02:21:06 PM »
A rabbit isn't a monster and the open plains isn't a monster setting.

5
Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 07, 2012, 04:54:01 PM »
I read the "spawned" question as "where is it normally found", personally.  Like, a sort of tie-in to "monster settings".

So, even if an imp was literally spawned on some other plane, you'd typically find it in a civilized place (hanging out in a wizard's castle) and it wouldn't be too much of a threat.

Or, maybe your imps are more rare, and only found with more powerful wizards, guarding his magic circle or other "places of power", and it would be more dangerous.

So, I like the question in that regard.  Maybe it should be "normally encountered" instead of "spawned", if that's the intent.

6
Dungeon World / Re: Beta questions
« on: February 02, 2012, 05:22:47 PM »
How much do healing potions and antitoxin weigh?  There's nothing listed for them (I assume that they're supposed to be portable).

7
Dungeon World / Re: Failed Parley = Defy Danger?
« on: December 29, 2011, 05:01:47 PM »
Thanks.

A bit of searching through the AW forums came up with this:

http://apocalypse-world.com/forums/index.php?topic=652.msg5727#msg5727

...which helped quite a bit.

8
Dungeon World / Re: Failed Parley = Defy Danger?
« on: December 29, 2011, 04:43:00 PM »
Fun Fact:  In AW, PC on PC manipulation doesn't even require leverage.  So sayeth Vincent.

9
Dungeon World / Re: Failed Parley = Defy Danger?
« on: December 29, 2011, 04:31:53 PM »
Yes, of course, but that's all I have at the moment.

The problem is, I don't even have generalities.  What kinds of things are appropriate Parley dangers?  I don't even know where to start.

10
Dungeon World / Re: Failed Parley = Defy Danger?
« on: December 29, 2011, 03:53:54 PM »
That's what it looks like.  My main issue is that the "danger" is all so internal that I don't know what the "flinching, hesitating" Thief means, or what GM move would "logically follow" that exchange in the event of a miss.

11
Dungeon World / Re: Failed Parley = Defy Danger?
« on: December 29, 2011, 03:39:40 PM »
So it did.

I'm still a little uncomfortable, but I feel a bit better about it, at least.

12
Dungeon World / Re: Failed Parley = Defy Danger?
« on: December 29, 2011, 03:36:09 PM »
Thanks.

Hopefully, you can see why this is fuzzy, and I think some of the previous examples made it worse.

A better example:

"Give me the gems, or I tell the other PCs about the time you tried to kill them."

The Thief doesn't want that, but Defy Danger isn't going to make the Fighter not do it.  That's not a danger that the Thief can defy.

So, maybe the danger is simply the threat itself?  Not the execution of it, just the actual ultimatum.  Much like the danger of running across the icy floor isn't "falling", but actually "the icy floor"?  That doesn't leave much meat to hang hard choices or moves upon, though.

There's also a conflicting assumption that a "miss" doesn't mean failure, but only a GM move.  Like, "Yes, you refuse, but this bad thing happens."  But, by that same token, Hack and Slash would be "Yes, you do damage, but this bad thing happens", which isn't how it (usually) works.

Of course, Parley isn't supposed to be mind control, either.  Very messy.

Basically, "if there weren't things to go wrong, nobody'd be rolling dice", and I feel like this falls into that area.

Of course, Way's post makes a good point, kind of.  "Refusal" is just talking, but perhaps "Defy Danger" refers to a more active opposition.

The whole "punch your mother tomorrow" thing is just as much a move as "I'll give you this ring".  You don't actually have to mean it or even do it.  It's all promises anyway.

13
Dungeon World / Re: Failed Parley = Defy Danger?
« on: December 29, 2011, 01:05:50 PM »
It's a little weird.

Maybe it's because the Thief in this case is attempting to successfully "not do" something.

If the Fighter threatens to punch the Thief's mom tomorrow, what is the Thief going to do?  The mother-pummeling isn't a "danger" that can be "defied".  There's no "Defy Danger" roll that will stop the Fighter from going to the mother's house and slugging her in the face.  The Fighter has free will, and the Thief might not even be in town tomorrow.  Or the Fighter might change his mind.  And all of this is made weirder by the fact that the other PC is the opposition.

Or, consider "Charm Person".  If you resist, you "Defy Danger", but what danger?  The only "danger" is that you give in to the spell.  Or consider a trap.  The "danger" of avoiding the trap is that the trap works.  Maybe the "danger" of resisting a Parley is simply that the threat works, forcing you to capitulate.

I don't know.

14
Dungeon World / Re: Failed Parley = Defy Danger?
« on: December 29, 2011, 10:31:24 AM »
Hey, thanks for the reply.

I'm still not entirely clear, because some of that is less than intuitive.

So, the Fighter pins and threatens the Thief, demanding the gems, and on a hit picks "It's Defying Danger", the Thief wants to refuse, and rolls (per Defy Danger):
  • 10+:  "Screw you!" *dodge*
  • 7-9:  "Screw you!" *get stabbed* (worse outcome, for example)
  • Miss: "GULP! Here!" (failure to refuse) + (whatever GM move)

Yes?

15
Dungeon World / Failed Parley = Defy Danger?
« on: December 28, 2011, 02:42:33 PM »
I'm having a little trouble grasping "If they refuse, it's defying danger".

What does that mean?  They have to defy danger in order to refuse?  Or is it something else?  For that matter, what's the "danger" supposed to be in a typical PC on PC parley?  Is the "danger" that they agree to the terms anyway?

Any insight would be helpful.

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