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Messages - Colin

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AW:Dark Age / Re: First Thoughts After Character Gen & Set Up
« on: March 05, 2014, 06:15:17 PM »
Here is a snapshot of my poorly drawn map:

https://www.dropbox.com/s/zvqwvihh6649sfu/2014-03-05%2000.23.51.jpg

We ended up with a coastline described as if the Cliffs of Dover were smashed into fjords. High on one of the peaks is the Outlaw Heirs ancestral fortress from where her people once raided distant lands to extract tribute, but have now been conquered by a Xristos Crowned Head from a distant shore. To the south where the reefs and rocks are less treacherous is a bustling seaport town. To the east we have an ancient dark forest, in the center is the old village, the Wicker Wise's standing stones and orrery are near by. To the north of the village is an ancient manor keep where an ancient dragon cult meets under the Herald. Between the forest and hills in the northeast is an old Imperial watchtower held by the foriegn mercenary War Herald and his wolfpack.

Still need to add some proper names to these places and label them as such.

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AW:Dark Age / Re: First Thoughts After Character Gen & Set Up
« on: March 05, 2014, 11:55:34 AM »
So if you are an old man who has already lived well in an advanced age but not to a 100 and then gets sick you die when that fate gets marked and you have fulfilled the next fate? Or does the disease need to works it's way though all of your fates? If so does that last marked off fate get better in time if the sickness doesn't get worse and you get treatment?

 

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AW:Dark Age / Re: First Thoughts After Character Gen & Set Up
« on: March 04, 2014, 03:25:08 PM »
Totally plan on posting my terribly drawn map once I get home, for some reason I forgot to snap a pic of it last night.


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AW:Dark Age / First Thoughts After Character Gen & Set Up
« on: March 04, 2014, 02:27:16 PM »
Fortunately we were just in the midst of deciding what to play yesterday so we gave this a go last night. I went over the bits of the game and the players choose the Outlaw Heir, Dragon Herald, War Herald and Wicker Wise. Set up took a little longer than AW or say Sagas of the Icelanders so we only made characters and the First Map, we were all excited to dive into play next week. 

- The Outlaw Heir is one of the coolest playbooks period. Beautiful & Doomed and Fate are probably the best moves in the game. Dragon Herald comes pretty close to being as interesting. In general the players really enjoyed the flavor and implied setting that the playbooks contained. 

- Between all of the playbooks there is a lot of holdings, ventures, people, stuff and more stuff. It was almost too much stuff to generate and it took the whole time we had to play. The player of the Outlaw Heir was clearly struggling and a little creatively fatigued by it. And as MC there was a little bit of WOAH SO MUCH STUFF as the players began to tell me their stuff. But then the map started to take shape and we had this really neat situation and setup that I can't wait to play. 

- Not sure how to make places have coherent contrasts. 

- On the First Map sheet it has a place for Holding and Interest Population, I am not sure how to make this number, do I sum up all of the player holdings? Do I add more holding on my own? Same for the Approximate Total Population. Then once I have these numbers, what do I do with them? I can see how I would use an individual holdings population in that you can say half of the city has been killed or driven off in the battle. But how do I use the larger number for the whole map? 

Some other thoughts on the basic rules: 

- Hold Steady - Curious about removing the flinch, hesitate or stall from the 7-9 like Act Under Fire had, the result of just holding steady seems uninteresting.

- Claim Your Right - this looks really interesting, looking forward to seeing how it works in play. 

- Go Into Battle - the PC vs PC timing choices are hot.

- Read Moves - I really like the "if you would like to ask more" bits and the cost of doing so. 

- Found myself missing a compel you to do something move like the Seduce or Manipulate from AW. Some of that is in the Draw Someone Out move, but I kinda want a more overt move. Maybe in a playbook if not a basic move. 

- Love the EXP system so much. So much.

- Fates are also awesome. Not a fan of the wording on the first 2 player ones though. Since those heal on their own everyone will live to be 100 or an advanced age.

- Helping is also neat, love that it plays right into Oaths and that the acting player has to request it. Want to see this in play.

- We all agreed that the rules for Dragons and how they interact with Dragon Heralds is awesome and cannot wait to unleash one in the game. 

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Dungeon World / Re: Shapeshifting animist is a poor substitute for Druid
« on: February 05, 2013, 03:35:49 PM »
Quigley, when you present an obstacle and the Druid shapeshifts with a roll and bypasses it how is that procedurally different than when say the Thief does some crazy acrobatics and makes a roll to Defy Danger bypassing the obstacle?

Not trying to argue, just want to see how you handle this at your table as I think part of the disconnect here is that most people are seeing that any character can bypass an obstacle with a roll or less based on the fiction which doesn't make the Druid anymore special.

So there is a big pit with an idol in the center right? My thief climbs up the walls then the ceiling over the idol, then using the skills he learned as a cat burglar he is going to drop a length of rope with a loop and snag the idol and then make his back down to the rest of the party. As the GM what do you do?

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Dungeon World / Re: Bargains with Death?
« on: January 09, 2013, 05:13:57 PM »
Let's see, some of the memorable ones have been:

Cleric of the Banshee Queen - return to life if he agrees that once they slay Orcus he will be bound to a throne in hell so that he can forever watch over the plane. (he accepted)

Fighter - true neutral and only in the dungeon for the coin, had to convert to another players god and fight for him instead. (he accepted)

Halfling Thief - made a deal to serve the intelligent sword Black Razor and form an assassin cult (she accepted)

In a Gamma World hack of mine the Giant Robot refused a bargain with death to have his programming rewritten to keep his fellow robots in service of the evil doctor.


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Dungeon World / Re: What class moves have you had trouble with?
« on: April 25, 2012, 12:50:26 PM »
I really agree with ditching the Bardic Lore areas of expertise, fictionally it makes the Bard more of a focused scholar and less someone who knows little bits of everything from songs and tales. Then mechanically it really becomes a move that comes up once every now and then.

That said the flavor is really nice so maybe the Bard gets some additional bonus when using that info or something.


- Colin

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Dungeon World / Re: [cleric] revoking spells
« on: March 14, 2012, 12:55:04 PM »
We had a pretty, uh, I'm gonna say awesome cleric in Living Dungeon World. And yes, the player was so invested -- he never missed an opportunity to build a shrine or convert people or try to attract followers -- was because he was a big part of inventing his goddess and her mythology.

A combination of two other factors made that cleric especially interesting: He ended up being a key figure in the over-arching story, and he was evil.


Ah Boots, from Villager to bound demi-god cursed to forever watch over Orcus' realm by his goddess.

Such a great cleric player!

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Dungeon World / Re: Dungeon World is...
« on: March 14, 2012, 12:51:17 PM »
Half to a fourth of HP sounds about right even if you inflict harm on every 7-9 hack and slash result, specially when you add in Defend and healing spells.

- Colin

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Dungeon World / Re: fictional positioning
« on: March 12, 2012, 07:20:13 PM »
For the arrows another option is to just tell the player that he can keep the goblins at bay with his arrow fire and have him mark of an ammo as my MC move (use up their resources), then once the cleric gets there I would ask if he is going to heal now or carry him back before the Goblins rally for another attack (Show signs of doom) and go from there.

Don't forget your moves, more often then not if you are in doubt about which move the players need to make it is time to hit them with one of yours.

- Colin

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Dungeon World / Re: Constitution overpowered?
« on: March 01, 2012, 06:54:37 PM »
I dig the idea of a questionnaire if any thing, if the worry is for new players than hitching the stat choice to fiction is best.

I also like the check your moves advise, maybe that should be a question? "Do you see a move you really like, put a X in that stat" or something. Maybe even tailored more like for the Thief "do you plan on using the backstab or hack and slash move as often as possible? Place a 15 or 17 in Strength"

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Apocalypse World / Re: When you eat someone`s heart...
« on: January 12, 2012, 08:08:17 PM »
What about - when you eat the heart of someone you killed, Open your brain using +Hard, on a hit the MC will tell you something new and interesting how they are connected to the current situation. On a 7-9 the soul will ask something of you in return for this information.

Now it is a slightly more focused open your brain move using Hard with a diff draw back.

- Colin

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I really dig this, I think the re-skinned playbooks drip with all kinds of great weird color and makes me want to play this. Really looking forward to seeing more of this.

- Colin

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Dungeon World / Re: Thoughts on the Gamma
« on: May 03, 2011, 05:56:22 PM »
For the ramdom damage I just made the players roll for the damage they took, kinda like the harm moves in AW which kept the dice out of my hand and added the fun of "why do I always roll high on the damage I take and not the damage I dish out!"

- Colin

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Dungeon World / Re: Paladin Tank
« on: March 23, 2011, 12:38:51 PM »
In addition to all the awesome advice in this thread, let me just say:

Rust Monster

The key is not to use the Rust Monster as a DM leveler to jerk him out of his armor but to make the dungeon exciting and perilous to the paladin. Nothing like wading through a horde of beasties at the head of a charge towards some evil that must be stopped and finding a hungry Rust Monster waiting for you. Do you risk your armor to stop the evil?


- Colin

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