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Messages - Michael Loy

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1
Monsterhearts / clarify: Elsewise Power
« on: April 08, 2013, 07:30:51 PM »
Quick question of intent:

Quote
Elsewise Power: You can give the dark power a String to use a move you don’t have, just this once. This move can come from any playbook.

I read "just this once" as meaning that each time you use the bargain, you're trading a String for a single use of the move.  The other possible reading, though, is that "just this once" is absolute, and the bargain only works once on any given move.  Which is it?

2
Dungeon World / Re: Quick Questions
« on: October 25, 2012, 11:01:42 AM »
I don't think the rules as written are over generous.  Here, let's say we have a ranger fighting humanoids, attacking in tandem with his companion and otherwise making optimal use of the Command rules.

First that ^ won't always be the case.  The companion might not be acting within its training, the companion might be injured, the companion might just be on the other side of the room, etc.

Still, even assuming an optimal situation, what do we get?  +1 damage puts my d8 damage die on par with a paladin or fighter's d10 damage die.  +2 damage starts to put me on par with the paladin or fighter's superior weapons.  +3 damage means I finally have an edge, except actually the paladin and fighter still have more options to boost damage.

And +1 armor.  Because fighters and paladins can ignore the Clumsy tag on armor, they'll usually be wearing 2-armor.  As a ranger, I won't, so again I get to be as good as the big fighty classes, except for me it's only under certain circumstances.

Where I get to shine, then, is with skill-based activities like tracking and discerning realities, where my companion is giving me solid bonuses (though even then, if I want the sweet +2 bonus, I need to give something up in combat bonuses).  And tracking and being sharp-eyed are things rangers are supposed to be good at.

3
Dungeon World / Re: Quick Questions
« on: October 23, 2012, 05:18:08 PM »
I think you're confusing Ferocity and Instinct, Scrape.

Anyway, that would make it a strictly "better" option.  Compare those two stat lines I posted above.  Apocalypse engine games aren't obsessed with game balance, I'll grant you, but it seems really fishy to figure that one animal companion would be just like another animal companion, except that half of its stats are simply better.

Plus, again, it's an identical format to the Apocalypse World driver.

But, sure.  Let's wait and see.

4
Dungeon World / Re: Quick Questions
« on: October 23, 2012, 03:23:06 PM »
Mm.  That would mean that if you took that second stat line, your companion makes you immune to interference, and you also get the best Ferocity available, which doesn't sound right at all.

5
Dungeon World / Re: Quick Questions
« on: October 23, 2012, 03:11:15 PM »
No, it just doesn't make sense.  "Interfere" is something some another PC rolls against you, it's not something you roll.  So how could you add instinct to your roll?

Also, I think instinct actually is supposed to be generally negative.  Compare these two stat lines for companions:

• Ferocity +2, Cunning +1, 1 Armor, Instinct +1
• Ferocity +3, Cunning +1, 1 Armor, Instinct +2

High instinct indicates that your companion is less tamed, more difficult to control.  It's just like the Driver's cars in Apocalypse World (when someone interferes with you, they add your car's Weakness to their roll).

At least, if that's not the intention, then other stuff is wrong instead.  In any case, something's wrong!  Probably just a typographical error, but still.

6
Dungeon World / Quick Questions
« on: October 23, 2012, 12:19:39 PM »
The ranger, in their Command move.  When you work with your animal companion on something it's trained in ...

"…and someone interferes with you, add its instinct to your roll"

Surely that's "add its instinct to their roll"?

7
Dungeon World / Re: Dungeon World on Snail's Pace
« on: October 21, 2012, 08:32:35 PM »
I'm going to have to close up recruitment now.  Thanks!

8
Dungeon World / Re: Dungeon World on Snail's Pace
« on: October 20, 2012, 12:48:00 PM »
Well, I don't know what to say, except that it does work.  I haven't done this with Dungeon World in particular, but I've played and run Apocalypse World games online (also played Dungeon World once and Monsterhearts once), and that model is really perfectly fine.

We can establish tone in discussion, and I can nail down any themes that feel like they need to be stated.  That's the important part, that prevents things like that stumbling into a gritty war story.

At the same time, the group builds characters and makes bonds, and I direct questions to the PCs.  When I have a bit of a grasp on the party, I set the first scene and go from there.  This is pretty much per the First Session chapter in the book, which in turn cribs a fair bit from Apocalypse World.

It's a proven technique, and you really can trust it, even if it does sound a little loosey-goosey.

9
Dungeon World / Re: Dungeon World on Snail's Pace
« on: October 20, 2012, 12:21:40 PM »
I'll have the group build characters, while also having a discussion about tone and what kind of stories we're all interested in.  If it seems like people have different ideas of how the game should play, we'll sort those out.  I won't be locking into anything at least until I know what classes everyone's picking, and I'll be making very few concrete statements about setting before play ... probably just a few notes on themes and tone.

Apocalypse World-based games are very strong for establishing situation from the ground up, starting with character choices and building by asking questions.

10
Dungeon World / Re: Dungeon World on Snail's Pace
« on: October 20, 2012, 10:49:14 AM »
It'd be nice to get a few posts a day.  However, my own response rate will vary up and down based on how busy I am with work, so at times I might be just updating once or twice in the evening.

11
Dungeon World / Dungeon World on Snail's Pace
« on: October 19, 2012, 05:51:47 PM »
Is anyone interested in Dungeon World play-by-post right now?  I'm looking at starting a game on Snail's Pace (Snail's Pacepitch thread), so if this is a thing that you would like to do, come on over.

Right now, I imagine that it would be relatively short term, like one or two adventures, but if we get to that point and everything seems to be going well, then maybe we'll continue on.

12
blood & guts / Re: Single Playbook Hacks?
« on: October 19, 2012, 01:29:49 PM »
I think the point of a playbook is that it say, hey, here are some limited choices that support a specific archetype.  You've got moves, sure, but also look, gear, advancement, maybe a sex move kind of thing, maybe even names.

If you just have one playbook ... I'm not sure that it's a playbook?  Isn't it just "character creation"?

If an Unknown Armies hack wouldn't benefit from specifically-themed sets of character options, niche protection, and etc, then just don't use playbooks.  You can still have a convenient one-sheet character sheet that includes all character creation information, but that's not an AW-style playbook, it's just good design.

13
Apocalypse World / Re: How would you handle Shields?
« on: October 19, 2012, 01:17:27 PM »
What Tim said.  Also, if it's more like, a gunlugger is customarily carrying around a riot shield, then just figure that to be part of how he's describing his 2-armor.  The armor/weapons system is very coarse-grained, so this kind of thing is generally just color.

And I'd be leery of creating a cheap and easy way to obtain +1armor on top of 2-armor.  From p242:

Quote
Bomb squad suits and the like would be armor worth 3-armor, if you feel like including such things, but they’d be pretty rare. Nobody gets them by default.

14
Dungeon World / Re: Multiclass Dabbler
« on: October 18, 2012, 01:48:14 PM »
Ah, cool.

15
Dungeon World / Re: Multiclass Dabbler
« on: October 17, 2012, 01:53:41 AM »
You can snag cleric spellcasting from druid or ranger, since they have single moves that grant the full set of divine spellcasting tools.

Wizard spellcasting seems to be unavailable through multiclassing, though.  I've been wondering about the why of that myself.

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