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Messages - anadiel

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Thanks for the hints ! I'll try and apply them as soon as I launch a campaign ! I only played in two one-shots so far but I plan to find a place in my schedule soonish. :)

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Dungeon World / Re: Custom Move critique
« on: February 21, 2013, 06:11:23 PM »
Oooh, Great Monster Kevin!
I assume that one of his moves is 'Charge a group of enemies with abandon'? and that he has the tags forceful, messy and piercing?

I think its a wonderful move but the wording to me seems a little directive, and possibly hard to trigger as a move...

The trigger ties in with the 10+ result without being explicit. The 10+ result assumes that the player wants to avoid the charge (no problem) and expose a weakness. So maybe:
When you try and avoid the mighty metal minotaur's thunderous charge, roll +Dex
Or even:
When you stand firm against the mighty Metal Minotaur's Murderous Charge attempting to reveal his weakness, roll +Wis
That way its triggered as a specific player action (rather than a GM Move), and is inherently divergent from either Defy Danger or Defend or even Discern Realities... it also does snowball rather nicely from the Minotaur's Move (attack) I suggested above :)

Now the 10+ gives the player their intent and opens the fiction for another move too (based on the minotaur's vulnerability - nice!)

I really like the idea of a custom move for an enemy. It gives the encounter a different and unique feel and the monster his really special then.

I agree with noofy. Changing the wording of the trigger so that it comes from a player's choice of action is a great idea.

Maybe give a +1 forward with the 10+ results ? Like, you get to see its weakness, name it and take +1 forward if you act on it.

As for the 7-9 results, they seem a bit harsh, like you didn't get a hit but missed instead. If you take a look at Hack & Slash 7-9 results, your enemy gets an attack against you (so potential damage here) but you still get to do your damage. That way, it feels more like a trade than a loss.

If instead you give a choice like :

On a 7-9 choose one :
  • You spotted its weakness. Take +1 forward but he rammed you good, take 1d10 damage
  • You spotted his weakness. Take +1 forward but he heals up 1d6 HP from goring you with is rune-etched horns.(I'd even go and say he heals up 6 HP)
  • You avoided his charge but fell, hit yourself, lost balance, etc. You're stunned.(Here, stunned would mean you have to defy danger to do anything beside taking it easy and catch your breath.

Basically, I prefer 7-9 results to be an opportunity for me to make a soft move, to set something up. If on a hit, your enemy gets to do damage on you while you deal him none, what happens on a miss ? But that's just my taste. :)

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Thanks ! You gave me clues to understand the mechanics behind. I'll show you what I think is right, please feel free to point my mistakes.

Steading A is a Keep with Garrison (So, that would be 5, right ?) for defenses.

Steading B is a Town with Watch (3)

A as enmity with B and they're at 2 rations distance.

So, that would be 5-2=3. B's defenses is 3 so they're equal. But, since A is a keep, there's +1 which means it is now 4 for A and 3 for B. A would then attack.

Did I get it ?

4
I would really like to get examples of how fights between steadings work, especially "opportunity". (p. 216)

Thanks !

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Apocalypse World / Re: Seduce/manipulate on PCs
« on: June 22, 2012, 12:00:55 AM »
Really cool/helpful ideas there ! I'm still learning how to MC AW and that made me both understand seduce/manipulate better but also, I see more ways to turn the moves into a snowball.

I just can't wait to retry AW and also share this with a friend who's about to MC it !

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Apocalypse World / Re: Seduce/manipulate on PCs
« on: June 20, 2012, 11:26:59 AM »
Ok, now I think I get it : the acting under fire is about what follows and what the manipulated PC is doing after his refusal. The fact that he has to rool+cool for whatever he's doing next is already showing us that the manipulator had hit her roll. So, no need to dwell on the fact that the manipulated refused. Like, I couldn't say things like : "You're having a hard time thinking of something else besides Bob's offer." because I'd be stepping out of bounds as MC, right ?

This excerpt also helped a lot, thank you !

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Apocalypse World / Re: Seduce/manipulate on PCs
« on: June 20, 2012, 12:38:20 AM »
Thanks a lot ! I'm slowly starting to get a picture of what it means to "act under fire" in this context.

So, if I read this correctly, by refusing and having to act under fire, we're trying to see if the PC is having any complication arise because of his refusal.

Thing is, if that same PC rolls a hit at 7-9 or even misses, what then ? I mean, I'm pretty sure that as the MC, I can't say something like : You're feeling bad about refusing that offer so take -1 forward.

I really now see why AW is hard when you play PC vs. PC

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Apocalypse World / Seduce/manipulate on PCs
« on: June 19, 2012, 03:29:05 PM »
Hi,

I just have a bit of a problem to figure out what it means, in this context, to choose the option :

if they refuse, it's acting under fire.

Is it because they have a hard time refusing it ? Why would they be under pressure and what could be that pressure ?

I guess I just need an example or three. :P

P.S. Also, sorry if it was answered somewhere else. I couldn't find it during my searches.

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