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Messages - MrPrim

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Dungeon World / Front Help? Trolling for Ideas
« on: January 17, 2013, 10:21:58 PM »
So, I'm sort of kicking around ideas right now, working on a Front.  Right now, I've got the Main Danger of the front, the partially-embodied spirit of a great wyrm/dragon god/scary elder evil.  I know what his motivation is and the sort of things he plans to do.  What I don't have are other Dangers to round out the story yet.

The idea, so far is that the Evil Dragon was incompletely resurrected by a spell interrupted by the players.  Now a weak shade of its true glory, it has to fly around putting itself back together, consuming arcane power (I'm thinking one of the next few adventures will be in a haunted keep where he's eating ghosts to refuel his ecto-batteries), finding its Name and maybe its Heart or stuff like that.  Along the way, it will be summoning weaker dragons and drake-like beings to itself - probably getting a lizardman army or a horde of orcs (probably not orcs, too cliche) or something.  Anyways, I'm fine with that....  I need other Dangers to throw  into the mix, other actors to complicate the story.

I started off with some notes about a group of Dragon Hunter Knights who seek power through dragon-eating, but I found it sort of silly (and am only NOW just seeing the Skyrim in it, hilarious).  Beyond that, I'm drawing a blank, so I thought maybe if I toss it out into the crowd, somebody might, at least, spark my own brain juices.

Or maybe I should just wait until I'm not so tired... either way.

Anyway, here's what i have of the Front so far:

THE RETURN OF THE STORM WYRM

DANGER
THE NAMELESS DRAKE (LORD OF THE UNDEAD/DRAGON)
Intent:  to seek true immortality
GRIM PORTENTS
  • The Lesser Flights converge
  • The Drake consumes power
  • The Name is uncovered
  • The Drake returns to Life
Impending Doom:  Destruction

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Dungeon World / Cure Light Wounds: A Problem
« on: January 17, 2013, 04:53:34 PM »
Alright, so the players are deep in a dungeon (in this case, they were trying to retrieve a stolen item).  They've taken some damage, fought some goblins and an otyugh, and they get a moment to breath.  It's not enough time for a real rest, just a few seconds to catch their breaths.

The cleric decides to start healing, after all, it's what a cleric does...  and... oh look, 7-9.  He's already taken a -1 and he's not happy to go down further.  He CAN'T choose to lose the spell, because it is utterly vital - he knows that he has three other people to heal AND there's a good chance this first person will need to have the spell cast again.  So he has to choose the Draw Unwanted Attention/Whatever the Wording Is.

Now, I, as the GM, feel stuck.  The whole point of giving them a few minutes of rest is so that the game doesn't descend into a mad slapstick madness.  I want them to get a break, even if it's just a short dramatic pause for the players and their characters to unwind between high energy scenes...  but that looks like it's gone out the window now.  The games very rules have decided that our pacing was going too slow and now I have to introduce SOMETHING ELSE into the already madcap, slapdash comedy of errors the dice have generated up until this point...

What do you all do in these sorts of situations?

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Dungeon World / Re: New Wizard Race: Storm Gnome
« on: January 09, 2013, 11:26:34 PM »
It's gotten me thinking about the setting and I'm having quite a bit of fun with it, now.  I'm trying to avoid doing any planning, this is my very first Dungeon World scenario and I THINK I'll have a player whose only ever played one bad session of one RPG before (and it was DnD 4e), so I'm trying to go by the book and just play to discover.  But I sort of gave my players the broad strokes and listed off the playbooks, because they seemed interested, and now they're all choosing and starting to ask for things, so I'm doing a little more thinking than I had planned to.

So, instead of your usual gnomes, these gnomes have an elemental flair - their hearts are actually jewels infused with elemental energy.  Stormheart Gnomes, Blazeheart Gnomes, Deepheart Gnomes, etc.  With two little sentences I have a whole race of elementally-infused, magically interesting little folk who fit the gnome roles my players are expecting while still letting me twist their expectations.

Plus, I get to give a little wink over to Treasure Trolls, and that's never a bad thing ;)

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Dungeon World / New Wizard Race: Storm Gnome
« on: January 09, 2013, 07:20:01 PM »
One of the players for my upcoming, first ever, DUNGEON WORLD game, asked to play a Gnomish Storm Wizard.  I whipped up this racial for him...  any thoughts?

Storm Gnome - Your elemental heart beats with the crash of thunder.  Storms always count as places of power for you for the purpose of performing Rituals.

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Dungeon World / Re: The Psion - My First Try
« on: October 04, 2012, 08:19:39 PM »
From an unfinished section of the doc:

Gear (Non-Artifact)
Ground Urdoroot [dangerous, 3-uses, 1-weight]: This herbal formula can greatly enhance the imbiber’s focus. One use provides +1-focus (even above the users maximum), but there’s a chance they’ll suffer from it. Roll 3d6; if the result is greater than their constitution, they take 1d6 damage and a mental debility of the GM’s choice.
Fine Incense: When this incense burns, the minds of anyone who can smell it begin to wander and they lose 1-focus (if they had any). Anyone who relaxes and opens their minds while in the haze of this incense gains +1 to spout lore or parley, but takes -1 to all other rolls.
Psion’s Mandala [3-uses, 1-weight]: This finely crafted talisman contains many maze-like patterns that help focus the mind. When someone rolls to gain focus, they may study a new portion of the pattern and spend 1-use. If they do, they take +1 to the roll.
Purified Urdoroot [dangerous, applied]: When purified with bizarre rituals, ground urdoroot becomes intensely dangerous to those with focus. A person with focus instantly loses their focus and takes 1d6 damage; non-focused targets are unaffected, beyond perhaps a slight headache.

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Dungeon World / Re: The Psion - My First Try
« on: September 25, 2012, 07:14:52 PM »
-  Psion damage should start at d4.  d6 is a typo.  My bad.

-  "You are harmed" is for the GM to decide.  In my mind, I imagine the "basic" manifestation would be the Psion taking serious mental stress -- manifesting as nosebleeds, headaches, etc -- with the option to have other damaging effects as the story allows.  A good baseline damage would be the Psion's class damage, again, with the potential to scale up as needed.

-  the answer is yes.  Manifesting powers is "safe" with the caveat that you have already put yourself at risk by rolling for focus.  It didn't seem very fair to give Psions two failure chances, one for the focus, one for the power... And this way they're quite different, mechanically, from other casters.

Now, honestly, I have yet to Playtest any of this (my players are out of the fantasy mood).  It's all theoretical.  And it's quite possible that none of this plays as I want it to.

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Dungeon World / Re: The Psion - My First Try
« on: September 16, 2012, 02:08:49 PM »
Heh, yeah.  We sunk quite a bit of time into it.  We worked up a few classes, the start of a few Advanced Classes, two new psionic Monster Settings, a dozen-or-so of new monsters, and a few dozen psionic items.  I should really go back to that....

If you use anything from the Psion Playbook, please let me know how it goes.  I'd love to hear your experiences/problems.

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Dungeon World / Re: The Psion - My First Try
« on: September 14, 2012, 06:18:01 PM »
Hey czipeter!

Antisinecurist and I actually did a lot of work on this Playbook before I got a new job and lost track of the whole project.  Here's my most recent version, it's VERY updated from the last posted one:

https://docs.google.com/document/d/1xaXoOsIBk5yqydBDYa02RCowBvB7_FWT00Fl-Bx90xE/edit

Now, as for whether spending your Hold should require a roll, generally, the answer would be "No".  You've already MADE your roll back when you used your Manifest Psionic Focus move.  Now, some powers allow you to do things that require rolls, for instance, attack with a psionic weapon of some kind, but, generally, Psionic Powers should be similar to a Druid's shapeshift moves or a monster's moves -- you spend Hold and they just happen -- the fiction is affected as described.

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Dungeon World / Re: prerelease comments / observations
« on: August 25, 2012, 11:04:51 AM »
It's not about balance, it's... 16d10 in a single roll!

Sounds like Exalted World to me :D

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Dungeon World / Living Dungeon World
« on: August 23, 2012, 06:02:42 PM »
Saw this in my blog roll today, thought I should share:

http://RyanMacklin.com/2012/08/launch-of-living-dungeon-world/

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Dungeon World / Re: prerelease comments / observations
« on: August 12, 2012, 06:39:23 PM »
The Bard move "It Goes to Eleven" is hard to interpret.  The 10+ effect seems like it could be tactically useful to use on either allies or enemies.  However the written consequence for rolling a 7-9 "but then takes +1d4 damage ongoing as the music invigorates it" is extremely unclear.  Who is being invigorated, and taking more damage because of this invigoration?  If this means your enemies are taking more damage, why is rolling in the 7-9 range a more desirable outcome than rolling higher?

"Takes" in Dungeon*World has a specific definition.  Like in "Take 1 Hold" or "Take 1 Forward", when someone Takes something, they gain an invisible, metaphorical game token which is then used.  In this instance the author's intentions seem to be that on a 7-9, when you target and confuse one of your foes, that foe is then invigorated, supercharged, and gains a +1d4 damage Ongoing.  They do not "take" a certain a mount of damage in the usual RPG parlance, incurring 1d4 hp worth of wounds wounds; instead, they get to add +1d4 to their damage Ongoing.  Your Hit succeeds and confuses your foe, but the trade off is that your foe is now more powerful.

Now, honestly, the application of this power to Allies seems to have been outside of the authors' expected actions and it's not exactly clear if this is supposed to be an intentional buff when used on your friends.

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Dungeon World / Re: "Missing" race / class combos
« on: August 10, 2012, 09:01:29 AM »
Those are excellent!  I may, in fact, use them as "suggestions" for my Eberron conversion, if you wouldn't mind.

While I understand the intention with the limited race selection and definitely am going to play that way for my first few DW scenarios, I know that both myself and some of my players like playing the oddball combos and it takes little from the game to cater to those impulses.  Halfling Barbarian?  Dwarf Wizard?  Warforged Druid?  YES PLEASE!

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Dungeon World / Re: Dungeon World App
« on: August 07, 2012, 04:45:17 PM »
I'm pretty sure the app is just the "Red Box", the introductory 'Beta' version of the game.  It's a self-contained, fully playable game that you can spend $5 on and play for ever (or, at least, for ever in five-level bursts).  If you're expecting support, do not purchase it - the game itself should be out soon (*ahem*).

It's not going to be updated because it's not an app of the full game, just the Red Box version of the game.  Compared to the full game it is smaller, and more primitive.  It is the australopithecus afarensis version of Dungeon*World.  The current beta is the Neanderthal version, much further along on the evolutionary ladder and much much more robust....  then we'll get the prerelease Cro Magnon, followed by the full-blown, Anatomically Modern release version!

World of Dungeons is a lemur.  There is no Gigantopithecus in this metaphor, though if Antisinecurist and I can ever put together this Psionics book it might be bloated and massive enough to be given that name ;)

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Dungeon World / Re: Share Your One Line Game Starters
« on: August 03, 2012, 04:48:09 PM »
"it's been a long night and all any of you want to do is get to bed (What have you been doing that has you so tired?).  You stumble into the inn that's been your home for a few weeks and head upstairs (Where are you?).  As you open the door to one of your rooms (whose room?) you hear a crash from the other side.  As you open the door, three things strike you.  One, your room has been ransacked.  Two, something very important is missing (What?).  Three, someone has just jumped out the window and is racing way as fast as their legs can carry them.

What do you do?"

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Dungeon World / Share Your One Line Game Starters
« on: August 02, 2012, 09:20:11 PM »
Building off of my other thread.

DW suggests starting your game in media res, placing your characters in a situation and asking them "What do you do?"

Give me some ideas of one-line adventure starters that you've come up with.

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