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Messages - LordEntropy

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Apocalypse World / Re: AW Breakdown of success/failure die rolls.
« on: November 20, 2012, 06:06:46 PM »
Even a 6 is not necessarily a failure. it's an opportunity for the GM to make a move.

So, the most likely result when you do something is, change of the status quo. You've got a reasonably good chance of getting something out it, but a reasonably good chance of getting something you didn't want as we'll.

That was something I tried to stress to the players as well, that a 6 or less does not mean a simple fail.  This game is not about binary success/failure and in fact neither should any game be for that matter. 

I guess I am interested in what drove Vincent to pick the numbers the way he did?  Did he do in depth analysis of probabilities to come up with 6- ,7-9 and 10+ ? Or was it just a gut feel ?

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Apocalypse World / AW Breakdown of success/failure die rolls.
« on: November 20, 2012, 02:34:18 PM »
I recently ran a game of DW and one question I got asked was why is complete success 10+ as from a probability perspective you are most likely to get somewhere in the 7-9 range and no outright success!

I explained that I thought it was because 7-9 is more interesting than 10+, its not a failure but success with a consequence. 

Was I right? Was this the rational behind the breakdown of success failure as it was? Kinda curious really!

3
Dungeon World / Re: Fire Damage
« on: November 15, 2012, 03:56:45 AM »
when it came to a fireball casting wizard, I simply went on with moves that involved the ongoing fire.

gm move: the wizard casts a mighty fireball! -> the players fails the move, takes damage and...
gm move: flames engulf you, your are literally on fire! -> failed move, a little more damage, flammable worn objects are no more

and so on.

Ok so that is great if you are attacking a player.  What about if it is the player who threw the burning flask of oil.  Do you jus say that each round after the initial hit the creature takes the same damage as it did on the first hit? Do you make the player roll for damage each round with a failure meaning that the creature puts the fire out?

When this happened in my game the creature died within 2 rounds anyway but this one still puzzles me.

4
Dungeon World / Re: Fire Damage
« on: November 15, 2012, 02:36:28 AM »
The specific instance I had was where someone threw a flask of burning oil at someone.  I used volley to hit but wasn't sure how the damage should continue as it continued to burn. 

Anyone else come across this?

5
Dungeon World / Fire Damage
« on: November 14, 2012, 02:28:57 PM »
Anyone here have any good ideas on how to deal with fire damage?

I am thinking about the constant damage that can come from fire until it is extinguished?

Thoughts?

6
Dungeon World / Re: Experience on a miss
« on: November 14, 2012, 02:07:57 PM »
Anyone think including highlighting stats like in AW would break the game any? I did add this in unintentionally to my recent DW playtest session abd so far so good.  i am just thinking that it would allow even those succesful players to get some experience, assuming they roll a highlighted stat and would avoid the failing players being the only ones to progress.  Appreciate we learn more by our mistakes but we do also sometimes learn by our successes.

thoughts?

Highlighted stats used to be the way that people gained XP in Dungeon World, but we trashed it as a system because, honestly, it was pretty bad.  People would end up with STR highlighted and just look for excuses to hack and slash everything.  It drove play into a weird space we didn't really like. 

But then, if your group responds well to it, try it out!  Maybe it'll work out for you!  It definitely won't break anything, mechanically.

My game currently is a kind of playtest to see if I can run it competently and whether the players enjoy it.  So I will see how highlighted stats go and if they prove to be troublesome then I will ditch them.

Thanks for the advice guys.

7
Dungeon World / Re: Experience on a miss
« on: November 14, 2012, 02:06:48 PM »
DW operated on highlighted stats in the first iteration. It wont break anything. Good discussion on it here, with a link to even more discussion:
 http://anarchangel23.livejournal.com/437462.html

Interesting discussions,  definitely gave me food for thought.

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Dungeon World / Re: Experience on a miss
« on: November 14, 2012, 03:29:44 AM »
Anyone think including highlighting stats like in AW would break the game any? I did add this in unintentionally to my recent DW playtest session abd so far so good.  i am just thinking that it would allow even those succesful players to get some experience, assuming they roll a highlighted stat and would avoid the failing players being the only ones to progress.  Appreciate we learn more by our mistakes but we do also sometimes learn by our successes.

thoughts?

9
Any news on these as they are referenced in the rules but not included in them?

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Dungeon World / Re: Experience on a miss
« on: November 10, 2012, 04:59:26 AM »
you mark XP for every miss.

It's just like apocalypse world where you mark xp for every roll (miss or hit) on your highlighted stats. Here, you mark only on a miss, but on every stat.

Damn to am I right in thinking you don't highlight stats in Dungeon World? I thought you did but couldn't find it in the latest text.  Comes I guess from having read AW, MotW, MH and DW.  Get rules overlap in my brain ;-)

11
Dungeon World / Re: Ipad App
« on: June 09, 2012, 11:23:39 AM »
I have just downloaded the app and I have to say it is brilliant.  I love the way they have combined soundfiles into the text to help reinforce certain aspects of the rules. 

I sincerely hope they get around to doing a new app based off of the new rules.  Would be happy to pay again as I guess technically Dungeon World basic could be to Dungeon World to what basic D&D was to AD&D so it would be warranted. 

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