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Topics - Z in VA

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Dungeon World / [cleric] revoking spells
« on: March 09, 2012, 09:32:25 PM »
Has anyone experimented with revoking spells?
I imagine the default option would be to revoke each spell after it's been cast once, to remain in "balance" with the wizard, but since it's such a subjective call for the DM to make, it seems ripe for interpretation.

In particular, I was thinking about using it to "signal" the cleric player about their god's desires or intentions, but you could instead interpret the "boons" granted by the cleric's deity for abiding by the Precepts of your Religion as the signal to give the player back a spell of some level.

Whoa, actually, you could have a pretty heavy-handed god acting kind of like a Shadow from Wraith, putting weapons in the character's hands when she needs healing spells, for instance.

You could dial in very close to the cleric's "arc" for a bit by carefully interpreting boons and revocation, just like the wizard-class can be put in the spotlight with use of the move Ritual. Their magic is what makes them special, so the game puts in these "interpretive" little tidbits to liven things up when the mood strikes.

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so we're about 8 sessions into a sweet campaign.
biff, the guy playing Diamond the Chopper, wants to take over as MC.

there seem to be 2 main options for Diamond:
- he could go off somewhere into the fiction (possibly on a gig or whatevs)
- he could use his next advance to (much more interestingly and plausibly) retreat safely into retirement
ok so probably retreat, then. that option is a superior source of fun! :)

question time!:
would it be weird or whatever to put Diamond into retirement while biff is the MC, and then un-retire him again?

also of note:
biff just purchased the Chopper advance, "get a holding (detail) and wealth", so Diamond is going to be at the head of a holding with lots going on, instead of merely the de facto head of a holding (really, its magistrate and chief of police) that's a pretty sleepy little place.
this could complicate things, but it might simply mean that Diamond becomes more of an elusive figure, and/or that the focus could shift away from using the town as the focus of play to using the town as a jumping off point to adventure.

this also means i could make a character! that is not something you necessarily need to know, but i'm excited about it :D

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Apocalypse World / changes in the player-roster
« on: September 24, 2011, 10:59:50 AM »
Hey gang,
2 questions for ya:

- There seem to be some Moves in the Advanced Fuckery section that relate to bringing new players into the game once it's started. Has anyone intro'd new people and have any insights or suggestions on how to do it?
- Also, I can't quite find any text on what to do if someone can't make it. I've run plenty of games before, so I can deal; I'm interested, though, in the AW solution for this problem. Polaris, f'rex, has it right there in the rulebook that you should cancel the session and play something else if some people can't make it. Again, thoughts? Suggestions?

Thanks, y'all!

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