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Topics - d.anderson

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AW:Dark Age / Dinner, a move for the Dark Ages
« on: March 06, 2014, 02:08:07 PM »
This is really for weddings, funerals, feast-days, other ceremonies and holding court in general, but I feel it is really easy to see the trend across media in how capital-D Dinner is presented.  If you've actually been involved with wedding planning, you have my sympathies but you will also have excellent advice for making this move better.

When you call for a Dinner, first choose who is invited and who is not; then roll +Cool.
On a hit, any invited NPC that can make it, will make it.  On a 10+, choose one:
> you may Claim Your Right, as though rolling a 10+, to an Oath from any or all the attendees
> you may trigger the Want of any or all the holdings, supporters, etc, of those that declined your invitation
> you up the conviviality to the point of indiscretion, giving all attending +1 to Draw Someone Out and -1 to Take Stock while Dinner continues

If you are clearly connected with violence that occurs at your Dinner, no-one is required to attend your Dinners and you cannot get a 10+ until you clear your name.

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brainstorming & development / Some specific issues I am dealing with
« on: December 22, 2011, 06:54:30 PM »
Hey.  I've been working on, playing, and running my own version of 'dungeon world' (I'll change the name eventually, sorry about that) for a while.  I've run into a few problems, one with hit points (called Fight!), one with the nature of bonds, and one with alignments, and I'd like suggestions.

Fight! works pretty smoothly for most folks I've played with, but the rules I have for the recovery of Fight!, while they seem simple to me, need to be simpler or more intuitive.

Right now, the move is: if you meet the following conditions, you regain all your lost Fight!
> sufficient food and water
> medical attention, if you need it
> a relatively safe and comfortable place to rest
> about six to eight hours sleep
The complicated part is, for each condition not met, the amount you would regain is halved.  This is a bit of unwelcome math and is a bit clunky, I guess.

I really want to retain the in-fiction, meet-these-conditions quality; they've led to some fun play and tie back racial qualities and some other setting elements into the fiction pretty nicely.  I also want to retain proportionality with Fight! total if I can, since it maps to the idea of increased capacity at increased level, an important conceit for this genre.  Suggestions (and questions, of course) are super-welcome.

Bonds, the way I've written their expression and function, are very confusing (apparently).  In this game, a bond is defined by your relationship with another character, characterized by some need you have relating to them and the type of action that addresses that need.  Frex "I love Betty, I will do anything to protect her" is fine.

When the bond is relevant to a move by the possessor of the bond, the bond can be 'tapped' (in the sense of temporarily expended) to re-roll one of the 2d6 used in the move by the person tapping the bond.  The bond can be tapped by anyone involved, a very important quality.  The bond becomes untapped by that relationship being addressed in the fiction by the possessor of the bond.

It is a powerful trait, but even first-time players think it is one of the ways you get XP!  And they take a really long time to explain, and create at character generation.  I have decided to revert to the AW/Dungeon World style of writing out explicit bonds to choose from, and will need suggestions to fill out the lists.

Finally, Alignment is wonky.  I was using Good and Evil; you make the move, you get XP.  But there is no general approach or explicit benefit to the pseudo-alignment Neutral, and yet no significant potential negative consequence to allying to one of the alignments.  In the setting I have used for play(testing), there is also the Law-Chaos axis, and so I have ended up entirely with Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil characters.  I am loathe to remove alignment as an option, it is evocative and extremely in-genre; I also do not want to incentivize either a 'do-whatever-I-want' or a 'move toward balance' interpretation of Neutrality or add big penalties to having a particular alignment.  Some feedback on a different implementation would be appreciated.

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Apocalypse World / AP: Pass
« on: July 06, 2011, 10:02:33 AM »
My friend and coworker wrote up his play report in the style of a journal; he is a very funny guy, which I did not know until I had him as a player in an RPG - he's very nose-to-the-grindstone with a touch of bitterly sarcastic at work but he had me laughing uncontrollably several times during play.

The other players have promised play reports; if they come through I'll put them here too.  I had a great time MCing AW!  It was preposterously easy, other than clarifying the Seize By Force/Go Aggro thing (which enough folks have been through and over so that I was ready for it).

https://docs.google.com/document/d/1lDWm7-Xzag4mugzJaCVDxn8gYAp2_6tuo9DLmL-Fwgo/edit?hl=en_US

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Dungeon World / I just started calling it Dungeon World Hack a few days ago
« on: February 09, 2011, 12:49:01 AM »
Then I read the announcement on Story Games.  I've been plodding along with my hack-of-a-hack-of-a-hack for a couple months, since the last version of DW was problematic for the way I run this kind of game; after getting someone else to run it for me, the need for really clear text became evident and this is the main document now:

https://docs.google.com/document/d/1xMM-tdmrND1nPvjIwEbwuPgRHC5Qkxu4knYpC6vZDB8/edit?hl=en&authkey=CNnlxbMB

The new version of DW is looking pretty sweet, so I thought I'd get active in the actual discussion.

I have setting notes (elsewhere) for what I'm calling 'Generic D&D', and rough notes for Hyrule, Morrowind, a general Final Fantasy setting, and a dungeon-oriented part of Warhammer.  The little bit of playtesting I've done has gone well, and I'm especially excited about how intuitively 'adventures' and 'challenges' work for me.  A huge surprise was the near-complete transparency between MC moves in AW and DM moves; I was expecting a real need to shift and re-focus the moves but they map almost perfectly.

I'm really looking forward to 'Dungeon Fronts' ('adventures' work really well but 'challenges' lack the coherence of function that threat types from AW have).  Most of all, I wanted to say thanks, both for AW and for these hacks.

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