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Topics - Michael Pfaff

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1
Apocalypse World / Evening Redness in the West (Western Hack)
« on: May 31, 2016, 12:54:56 PM »
Oh, hey, I finally did something in the West with AW. It's mostly just a reflavor.

Reference Sheets:

https://drive.google.com/open?id=0B_dOIZGCUXGkTFpGTm5lbkNWYlE

Playbooks:

https://docs.google.com/document/d/1iqYwxEVKtgYfQtp_aDxp7IwHuIRue_kOQmWoIQaXPnk/edit?usp=sharing

We did a 6 session game. It worked okay. Town Creation is fun.

2
Dungeon World / Feedback: Change Shape (Druid)
« on: July 25, 2011, 11:52:10 AM »
Working on a Druid class for my game. I'll post it here once we're finished writing it up, but I'm working on Change Shape at the moment.

Here's what it looks like:

SHAPECHANGE
At the beginning of the session, roll+Wis. On a 10+, hold 3. On a 7-9, hold 1. Spend your hold 1-for-1 throughout the session to change form, actually becoming, in all respects save the mind, a natural reptile, bird or mammal. On a miss, you still get one hold, but the GM chooses reptile, bird or mammal when you change form.

Thoughts? Feedback?

3
Dungeon World / Save or Die
« on: July 22, 2011, 09:33:59 AM »
Anyone introduced Save or Die as a move yet?

When you are inflicted with purple worm poison, make a Saving Throw as normal, except, on a 6- you die. 

4
Dungeon World / Drowning
« on: July 21, 2011, 12:54:19 PM »
Anyone have any good advice for drowning or custom moves?

Saving Throw doesn't seem to work very well, so I used Defy Danger which is obvious, but on a failure drowning immediately seemed weird.

So, I had them take damage. Which also seemed weird. Perhaps I should have followed up with impending doom, like, "You start to feel your lungs fill with water..." and, then had them roll another Defy Danger? I don't know.

Just looking for general advice / ideas / custom moves. I foresee more swimming occurring and I'd like to be better prepared. :)

5
Dungeon World / How much $$?
« on: July 18, 2011, 12:05:07 PM »
Has the price for the Gen Con product been announced?

Thanks.

Mike

6
Dungeon World / Level Up
« on: June 16, 2011, 04:38:32 PM »
I just want to make sure I am doing this right.

According to the text, when you mark XP of your level times 10, you level up. When you level up, you erase your marked XP and start over.

So, does this mean you need:

current level 1 x 10 = 10 XP to reach level 2 (10 total XP earned)
current level 2 x 10 = 20 XP to reach level 3 (30 total XP earned)
current level 3 x 10 = 30 XP to reach level 4 (60 total XP earned)
etc...

?

You've noted that you earn 7-8 XP per session on average in your playtests. That means, you'll need to play roughly 10 sessions (70 XP) to reach level 4 right?

7
Dungeon World / Playbooks
« on: June 10, 2011, 12:17:11 PM »
Which are the most recent Playbooks out there for the AG?

The "Print Design" only has class descriptions, but not actual playbooks.

Which document should I be printing for my players?

8
Dungeon World / Class Symbols
« on: June 10, 2011, 09:22:46 AM »
Just a quick bit of feedback.

My wife was reading the rules from the latest Print Design last night for our upcoming game, and she really liked the little emblems for each class.

"Oooh. I get a little symbol."

;)

9
Dungeon World / Wizard's Bonds
« on: June 07, 2011, 12:15:08 PM »
So, we're running a PbP Dungeon World game over at Snail's Pace and prepping for the first dungeon. I'm playing the Wizard and we've had some discussion about it, turning over some of the aspects and trying to hone things. As-written, I wasn't too excited about the Wizard's bonds so I offered up some slightly different versions.

The main problem we had was that the Wizard's bonds seemed to cast the other PCs in a certain light that made them feel uncomfortable (like one of them hating my character...) and the wording of the other two.

They suggested I submit them. So, I'm just going to copy the post I made over there and try and get some feedback, see if others had problems with the Wizard's bonds and if they've changed them or made up new ones.

Quote from: From Snail's Pace
Here's the bonds I want and my explanations for the changes:

________ distrusts me and fears my tampering with the laws of the cosmos (gods).

I think distrust and fear of my tampering is cooler than whether or not someone has "morals" or whatever. I mean, I could have been a "Good" wizard that vanquishes evil... So, how is morality holding me back? No, someone who fears my antics... Now that's something to look into.

________ took part in one of my rituals (willingly or un-). It didn't end pleasantly.

I'd rather the player decide whether they hate me or not based on whether we go with willingly or unwillingly and figure out what went wrong together.

The laughing one is alright, but kind of silly. So, I'm resentful they don't take me serious? How about:

________ doesn't take my power seriously. One day they will. One day.

So, maybe they laugh or not? I don't know. It has the same effect but lets the player decide how they portray their not taking my magic seriously.

Thoughts? Comments?

10
Dungeon World / Getting Rid of "Raw" Scores
« on: May 05, 2011, 10:59:22 AM »
I understand why the classic "3-18" stats are included; it's a nod to the original D&D design.

But, for more efficient design, I'm wondering if maybe they should just be reduced to "Assign these scores to the stats of your choice: +2, +2, +1, +1, =0, and -1."

Outside of the random dice rolling benefit, and the parallel to D&D, I'm seeing nothing but good coming from dropping the 3-18 "raw score".

If anything, you can get rid of all that text about "raw score" vs. "modifiers" which I've found can be confusing for new players who play D&D and are trying to grok scores vs. modifiers.

Am I a minority in this sense?

Mike


11
Dungeon World / New H&S
« on: May 05, 2011, 09:47:41 AM »
Sage,

The new H&S has the 10+ after the 7-9 which contradicts the formatting of other moves. Shouldn't it be "...roll+Str. On a 10+, yadda yadda. On a 7-9, blah blah..."?

"Hack and Slash (Str)
When you attack an enemy in melee, roll+Str. On a
7-9, you deal your damage to the enemy and take their
damage. On a 10+ you deal your damage to the enemy.
You can choose to also take the enemy’s damage to deal
+2 damage."

Mike

12
Dungeon World / Next Update?
« on: April 14, 2011, 08:55:20 AM »
Are there plans for the next update's release date?

Thanks!

Mike

14
blood & guts / Seduce
« on: January 26, 2011, 04:09:38 PM »
So, the NPC is in control of whether you are seducing or manipulating right?

When you try to seduce or manipulate someone:

1) tell them what you want and roll+hot.

2) on a hit, they ask you to promise something first, and do it if you promise.

Seducing someone, here, means using sex to get them to do what you want, not (or not just) trying to get them to fuck you.

However, you can't use sex unless they ask you to promise sex, right? So, the NPC is in control of whether you're seducing them, yes?

I'm asking because I think I've been doing this wrong in my games. I've always allowed the PC to leverage sex against the NPC and determined whether the NPC was interested based on the roll.

But, in actuality, you tell them what you want, and then they decide whether it's going to be sex or not that is what they want you to promise.

Yeah?

15
blood & guts / Anatomy of Go Aggro
« on: January 20, 2011, 12:16:32 PM »
Vincent,

Why is go aggro designed the way it is?

The 10+ totally makes sense to me. You have the advantage and they can either do what you want or suck it up.

However, the 7-9 is where things get murky.

It seems like you still get to control their behavior somewhat, but they can possibly negate your threat.

At other times, it's like they're caving anyways.

Also, in some instances, it seems like even if they took an action in the 7-9, if I'm pointing a shotgun at someone the action might not necessarily make sense that I wouldn't go through with violence anyways.

For example:

I point a shotgun at Dremmer and say, "Get the fuck out of the house."
Dice are 7-9. He chooses, "give you something they think you want."
"Here man, take this cupcake you wanted earlier instead."
Uh....  

Can you explain how you arrived at the 7-9 options? When they choose the 7-9, must it be satisfactory to the threatening player? Why are some options "caving" anyways?

Thanks!

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