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 - d.anderson

Pages: [1]
1
AW:Dark Age / Dinner, a move for the Dark Ages
« on: March 06, 2014, 02:08:07 PM »
This is really for weddings, funerals, feast-days, other ceremonies and holding court in general, but I feel it is really easy to see the trend across media in how capital-D Dinner is presented.  If you've actually been involved with wedding planning, you have my sympathies but you will also have excellent advice for making this move better.

When you call for a Dinner, first choose who is invited and who is not; then roll +Cool.
On a hit, any invited NPC that can make it, will make it.  On a 10+, choose one:
> you may Claim Your Right, as though rolling a 10+, to an Oath from any or all the attendees
> you may trigger the Want of any or all the holdings, supporters, etc, of those that declined your invitation
> you up the conviviality to the point of indiscretion, giving all attending +1 to Draw Someone Out and -1 to Take Stock while Dinner continues

If you are clearly connected with violence that occurs at your Dinner, no-one is required to attend your Dinners and you cannot get a 10+ until you clear your name.

2
Apocalypse World / Re: what MC move to just describe ?
« on: January 18, 2012, 12:15:47 PM »
There is also "make Apocalypse World seem real"; between that and 'barf forth', you refer to all of the 'always say' rules, then tie back to being a fan of the players.  You shouldn't be using a move in this case until asking provocative questions, responding with fuckery and intermittent rewards, and disclaiming decisions leads to making a move that arises naturally from taking a real close look at the brainer's flat, like, as you said, announce future badness or off-screen badness.

When the characters are looking closely, you are having fun according to your agenda, focused through the lens of your principles; once they ignore your soft moves (announce badness) because, hey, it's just exposition, then you snowball those into fronts and threats and harder moves.  If they are more proactive, great, that's the game, you are making their lives not boring quite handily.

3
brainstorming & development / Re: Some specific issues I am dealing with
« on: January 02, 2012, 08:32:11 PM »
Here's the main document:
https://docs.google.com/document/d/1xMM-tdmrND1nPvjIwEbwuPgRHC5Qkxu4knYpC6vZDB8/edit?authkey=CNnlxbMB&hl=en_US&pli=1

There's another document that is more of a rough workspace, where I have noodled around with setting ideas.  It has a lot of information (even more poorly formatted...).  Yet another document is trying to expand on the main document with examples and clarifications.

To answer more directly, yes, wightbred, they do escalate; they are more explicitly a pacing mechanic than representative of health conditions (thus the naming 'Fight!' - how much fight you have left in you).

The Fight! regained is dependent on the amount lost, not the total, thus the complication that precludes the easy solution of regaining a proportion of the total.  Well, not necessarily, but I like the way it works!

There is a 'healing' move, called Prayers of Solace; the petitioner asks the god/gods/spirits what sacrifice or propitiation they want and if they meet this then the Prayer substitutes for one of the conditions (all, on a 10+).  There is an advanced move that actually heals people similarly.  As I mentioned above, there are other moves that interact with Fight! recovery (elves don't need to actually sleep, just rest; halflings can substitute sufficient quality and quantity of comestibles for any other condition).

The pacing aspect of Fight! loss and recovery is important to advancing the countdown clock equivalent.  They do not closely align with fictional harm and recovery, which are broadly covered under the Withstand basic move.

4
brainstorming & development / Re: Some specific issues I am dealing with
« on: December 31, 2011, 03:09:56 PM »
You have the right of it.  It is not terribly hard, but it is a bit more complicated than everything else and ends up being a significant speed bump.

5
brainstorming & development / Re: Some specific issues I am dealing with
« on: December 27, 2011, 01:50:06 PM »
These are a partial list of Bond choices I roughed up over the weekend; they need work!  But the basic structure is there - a need or want underlying a more specific expression appropriate to an adventuring companion.

Bonds
Choose one of the following, filling in another player character’s name:
> I admire ___; I must impress them with my prowess
> I have no respect for ___; I will ignore what they want
> I am friends with ___; I will come to their aid
> I am jealous of ___; I will undermine their efforts
> I need ___’s help; I am at my best when working with them
> I am afraid of ___; I must protect myself from them

If you are a fighter, you may choose one of these instead:
> I must protect ___ (why?)
> ___ needs to take bigger risks
If you are a thief, you may choose one of these instead:
>
>
If you are a priest, you may choose one of these instead:
> ___ must be led to the faith
>
If you are a wizard, you may choose one of these instead:
>
>
If you are a human, you may choose one of these instead:
>
>
If you are a dwarf, you may choose one of these instead:
>
>
If you are an elf, you may choose one of these instead:
>
>
If you are a halfling, you may choose one of these instead:
>
>

6
brainstorming & development / Some specific issues I am dealing with
« on: December 22, 2011, 06:54:30 PM »
Hey.  I've been working on, playing, and running my own version of 'dungeon world' (I'll change the name eventually, sorry about that) for a while.  I've run into a few problems, one with hit points (called Fight!), one with the nature of bonds, and one with alignments, and I'd like suggestions.

Fight! works pretty smoothly for most folks I've played with, but the rules I have for the recovery of Fight!, while they seem simple to me, need to be simpler or more intuitive.

Right now, the move is: if you meet the following conditions, you regain all your lost Fight!
> sufficient food and water
> medical attention, if you need it
> a relatively safe and comfortable place to rest
> about six to eight hours sleep
The complicated part is, for each condition not met, the amount you would regain is halved.  This is a bit of unwelcome math and is a bit clunky, I guess.

I really want to retain the in-fiction, meet-these-conditions quality; they've led to some fun play and tie back racial qualities and some other setting elements into the fiction pretty nicely.  I also want to retain proportionality with Fight! total if I can, since it maps to the idea of increased capacity at increased level, an important conceit for this genre.  Suggestions (and questions, of course) are super-welcome.

Bonds, the way I've written their expression and function, are very confusing (apparently).  In this game, a bond is defined by your relationship with another character, characterized by some need you have relating to them and the type of action that addresses that need.  Frex "I love Betty, I will do anything to protect her" is fine.

When the bond is relevant to a move by the possessor of the bond, the bond can be 'tapped' (in the sense of temporarily expended) to re-roll one of the 2d6 used in the move by the person tapping the bond.  The bond can be tapped by anyone involved, a very important quality.  The bond becomes untapped by that relationship being addressed in the fiction by the possessor of the bond.

It is a powerful trait, but even first-time players think it is one of the ways you get XP!  And they take a really long time to explain, and create at character generation.  I have decided to revert to the AW/Dungeon World style of writing out explicit bonds to choose from, and will need suggestions to fill out the lists.

Finally, Alignment is wonky.  I was using Good and Evil; you make the move, you get XP.  But there is no general approach or explicit benefit to the pseudo-alignment Neutral, and yet no significant potential negative consequence to allying to one of the alignments.  In the setting I have used for play(testing), there is also the Law-Chaos axis, and so I have ended up entirely with Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil characters.  I am loathe to remove alignment as an option, it is evocative and extremely in-genre; I also do not want to incentivize either a 'do-whatever-I-want' or a 'move toward balance' interpretation of Neutrality or add big penalties to having a particular alignment.  Some feedback on a different implementation would be appreciated.

7
Apocalypse World / Re: AP: Pass
« on: July 09, 2011, 11:25:41 AM »
The other player was Iron Monkey.

Having four characters with their own agendas did pose some challenge to putting sufficient focus on each.  The two overwhelming methods I made use of were some immense external threats that required response from all the characters and, from time to time, simply saying "you and you are here and this is happening", which I believe is explicitly set out in the MCing section of the book as an MC prerogative.

There were a few more indirect pressures that motivated the players to involve their characters with each other.  One, the Hx rules (primarily the 'rollover' xp for 'who knows your character better') got them trying to get in one anothers' business.  Two, several of the character moves spell out NPC involvement, and those NPCs have relationships (of some kind) with the other characters (this is a basic implementation of the 'PC-NPC-PC triangle' discussed in the book).  Three, the other players' characters matter, frankly, and are doing interesting stuff, by their nature as protagonists; this is backed up by their being way tougher and more effective than anyone else, when they stay proactive.

Whoops.  I re-read what you asked - I didn't do much to enforce separation of character and player knowledge.  I am lucky to be playing with people who are either fairly entertaining or easily entertained, and so they usually remained interested in one anothers' scenes when separate, and also ignored or made use of out-of-character knowledge as appropriate to the table's enjoyment.

Now that I think of it, there was a bit of note passing, when Iron Monkey first began to draw antagonism from the other players, but I didn't encourage it - I felt the game handled both subtle and open antagonism between the PCs just fine, as did the people I was playing with.

Hope that helps!  Any questions are welcome.

8
Apocalypse World / AP: Pass
« on: July 06, 2011, 10:02:33 AM »
My friend and coworker wrote up his play report in the style of a journal; he is a very funny guy, which I did not know until I had him as a player in an RPG - he's very nose-to-the-grindstone with a touch of bitterly sarcastic at work but he had me laughing uncontrollably several times during play.

The other players have promised play reports; if they come through I'll put them here too.  I had a great time MCing AW!  It was preposterously easy, other than clarifying the Seize By Force/Go Aggro thing (which enough folks have been through and over so that I was ready for it).

https://docs.google.com/document/d/1lDWm7-Xzag4mugzJaCVDxn8gYAp2_6tuo9DLmL-Fwgo/edit?hl=en_US

9
roleplaying theory, hardcore / Re: Non-MC Players' Agenda?
« on: March 01, 2011, 10:55:37 AM »
You can go directly to the main hack document here:

https://docs.google.com/document/d/1xMM-tdmrND1nPvjIwEbwuPgRHC5Qkxu4knYpC6vZDB8/edit?hl=en&authkey=CNnlxbMB

There's a few other things I'm working on elsewhere, and I'll post the examples/explanation doc on the Apocalypse D&D subforum when I get it in decent form.

In the main doc, I explain Agenda as 'why you are playing' and Principles as 'helping focus when you are considering what happens next'.  In the examples/explanations document, I write:

When there is a conflict between players or a need for inspiration, look at your Agenda and see if you are staying focused on why you are playing.  When taking action and/or developing the scene, look at your Principles and use them to direct your efforts.  When exciting possibilities present themselves, check whether you should make a Move.

I know what you mean about preferring explicit textual explanation.  It's why I write the way I do!  I meant that the character playbooks are either engaging or they're not, to potential players; another aspect, I believe, is that some of the engagement is necessarily emergent in play and can be hard to express in another medium (like, writing vs actually playing).

10
roleplaying theory, hardcore / Re: Non-MC Players' Agenda?
« on: February 28, 2011, 11:47:24 AM »
This is something I ran into with a hack I'm working on - translating the MC Agenda and Principles was mostly intuitive, but there didn't seem to be an analog for the other players.  I'm happy but not finished with what I came up with; in particular, distinguishing between Agenda and Principles is difficult for me.

It has also been difficult to not drift into an admonishing or pedantic tone.  I try to think of how I would like to be told these things, especially when I was younger and more sensitive to whether someone was being respectful or not in addressing me.  Sorry if it doesn't jibe for the reader.

So this is what I wrote under 'Player Principles':

The PC player is taking on the role of a protagonist in the fiction created by playing this game.  mDWH requires that the PC players all adhere to the following set of principles:
   1.   Play to explore the world and take risks with your character.
   2.   Play with the other people playing (i.e. not in spite of or at the expense of).
   3.   Play your PC to be adventuresome, plausible, and part of a team.
   4.   Look for opportunities to make rolls and show off your character.
   5.   Look for opportunities to make your PC more powerful and more fun to play.
   6.   Concede final authority over the fiction to the DM.


And this is what I have written in the Examples/Explanations for this section:

1.5.1  Exploring the world and taking risks
The game is no fun if you are not interested in exploring the world or in taking risks with your character.  It simply doesn’t work.  If you aren’t engaged by the current direction, say so and offer a direction you would find interesting.  If the risks to your character overly outweigh the reward, say so and clarify the kinds of risks you are willing to take.

1.5.2  Playing a collaborative game
The game will not work if one or more players are enjoying themselves at the expense of others.  This doesn’t preclude competition.  If you feel you are being treated poorly, point it out and clarify what you would find acceptable.  It may be that your fellow players enjoy harder competition than you, or enjoy their accomplishments in a way that bothers you.  Irreconcilable differences mean you can’t successfully play this game together.

1.5.3  Adventuresome, plausible, part of a team
Your character (tying back to taking risks) needs to be motivated to go out and get into dangerous situations - establishing and being clear about this motivation is your job.  Those motivations need to be sensible enough to fit into the setting and appropriate to the situations in the fiction, preferably with due consideration for potential consequences.  You will be playing with other folks’ PCs, and so you’ll need to have those motivations mesh well enough to continue playing together.  If you can’t find suitable motivation(s), can’t play your PC with regard to possible consequences, and/or can’t establish sufficient pretext to keep your PC working with the others, then the game won’t work.

1.5.4  Getting rolls, getting spotlight
Much of the game comes from taking risks, and much of those risks are represented in rolling for the Moves; much of the engaging fiction comes from watching the PCs get up to their adventuresome lives.  If you often find yourself trying to bypass having to roll, consider whether a risk-oriented game is what you want to be playing.  If you find your character not getting much ‘screen-time’, speak up and/or push to get into the action.

1.5.5  Growing and changing, increasing the fun
mDWH models from D&D and its ilk, where character capability increases over time; taking risks leads to getting XP, which leads to a more powerful character capable of taking bigger risks, and (usually) having increasing ramifications in the fiction.  This is central to this kind of play, so if this kind of exploration isn’t fun, think about what is and if this game can provide it.

1.5.6  Authority over the fiction
You choose your DM on the basis of trust - trust in their sense of fair play, trust in their creative capacity, and trust in their investment in your enjoyment.  When these trusts come into question, this game cannot support an actual lack of trust.  You will have to sort it out in whatever manner is normal for you or stop playing.



It needs some work!  But those are some of the things I thought would be good to be able to refer back to while playing - they are (I think) supported by the way the other parts of the game interact.

Something else relevant to this subject is the (um, can't find it, if someone else can link to it please) "x-y-z axis" of character playbooks in AW; the tools to engage and guide the players are built into the character playbooks at a conceptual level and expressed in the details of their looks and moves.  This kind of precludes the need for an explicit agenda for players, for AW.

11
Dungeon World / Re: Racial Moves
« on: February 22, 2011, 11:39:00 AM »
Heh heh.

Feast
Fancy food, halflings take +1 temporary hit point, Expendable 1, Cost 1

Or something similar for pipeweed.

12
Dungeon World / Re: Racial Moves
« on: February 21, 2011, 02:25:51 PM »
Some race ideas:

Halfling Fighter: You get +1 to Position and Dodge against larger opponents, and any weapon you throw is effectively Precise.

Halfling Thief: Nimble fingers and small size make a great thief.  You get to Choose 2 on a Thief Skills roll of 7-9.

Human Thief:  You are a professional.  When you Spout Lore or Discern Realities about criminal activities, take +1; when you use Thick as Thieves, they always know you are a professional.

Half-Orc Cleric:  Your people understand pain; start with the Inquisitor move.

Half-Orc Fighter:  You are a brutal warrior.  Any attack you do has +1 Piercing.

Hal-Orc Thief:  There are victims and there are victimizers.  Add your level to damage you do when you have advantage over your target.

13
Dungeon World / Re: Chatty DM's Front Model.
« on: February 17, 2011, 04:02:22 PM »
This is exactly what I was trying with my version; Fronts are "adventures", centered on "opportunities" that are surrounded by "challenges".  Because DW is not pointed in the same direction as AW (like, almost all Fronts and Threats are direct or oblique pressure on human relationships), it took me a while to mull over what the better parts of my dungeon-crawling experiences were and where the pressures were pointed (these particular kind of direct and oblique challenges standing in the way of these particular kind of opportunities).

For me and the way I best enjoy playing and running dungeon-crawl-style games, these really make a dungeon map an organic web of active, interactive, and reactive dangers and possibilities completely primed for adventurers.  They have the same intuitive ease of generation and reference that Fronts and Threats possess for the MC in AW (for me, at least).

14
Dungeon World / I just started calling it Dungeon World Hack a few days ago
« on: February 09, 2011, 12:49:01 AM »
Then I read the announcement on Story Games.  I've been plodding along with my hack-of-a-hack-of-a-hack for a couple months, since the last version of DW was problematic for the way I run this kind of game; after getting someone else to run it for me, the need for really clear text became evident and this is the main document now:

https://docs.google.com/document/d/1xMM-tdmrND1nPvjIwEbwuPgRHC5Qkxu4knYpC6vZDB8/edit?hl=en&authkey=CNnlxbMB

The new version of DW is looking pretty sweet, so I thought I'd get active in the actual discussion.

I have setting notes (elsewhere) for what I'm calling 'Generic D&D', and rough notes for Hyrule, Morrowind, a general Final Fantasy setting, and a dungeon-oriented part of Warhammer.  The little bit of playtesting I've done has gone well, and I'm especially excited about how intuitively 'adventures' and 'challenges' work for me.  A huge surprise was the near-complete transparency between MC moves in AW and DM moves; I was expecting a real need to shift and re-focus the moves but they map almost perfectly.

I'm really looking forward to 'Dungeon Fronts' ('adventures' work really well but 'challenges' lack the coherence of function that threat types from AW have).  Most of all, I wanted to say thanks, both for AW and for these hacks.

Pages: [1]