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Topics - Doug Hare

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Dungeon World / Can the Thief multiclass?
« on: May 13, 2012, 10:30:19 AM »
Just checking, since the Thief in my game has had a religious experience, actually has a decent Wisdom score, and is wondering about Multiclassing into Cleric, but doesn't have it as an option on the character sheet.

(The Fighter in the same game already took Multiclass so he could get the Thief's Underdog feat, and I know it'll upset the Thief if I don't let him cherry-pick from other classes' best moves.)

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Dungeon World / Is Carousing too expensive?
« on: March 23, 2012, 12:55:48 PM »
I'll post the Actual Play later, but my two players just got out of the Bloodstone Idol adventure, and even though I threw in some more loot to make up for the stuff they missed, and including the bounty on Grundloch's head*, they still didn't have enough gold to feel like spending 100 of it (or even more) on Carousing. They suggested it might be over-priced - what have other people experienced?

Cheers,

Doug

* we pitched the bounty somewhere between an assassination at 120g and a run-of-the-mill killing at 5g, and came out with a figure of 75g. Less than an assassination because no stealth, discretion or secrecy was necessary, and more than a standard kill because the target was a Master of The Arcane Clay.

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Dungeon World / Beta 2 Fighter question: Merciless vs Scent of Blood
« on: March 21, 2012, 11:23:01 AM »
Okay, I'm just reading the Moves for the Fighter:
Merciless: When you deal damage, deal +1d4 damage.
Scent of Blood: When you Hack and Slash an enemy, you take +1d4 damage forward against that enemy.

What am I missing? Isn't Merciless better in all situations? It works with Volley and the "Deal damage to the attacker equal to your level" option from Defend, and it's extra damage all the time, not just for your next helping.

So, if I haven't missed anything, could the damage from Scent Of Blood be increased (to d6?) to balance things out? Or the damage from Merciless reduced? (to d3?)

And this repeats itself with the Bloodthirsty and Taste For Blood Advanced Moves.


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Dungeon World / Con-Quest 3, Saturday 14/04, Assembly Rooms, Derby, UK
« on: February 28, 2012, 11:32:45 AM »
http://www.con-quest.co.uk/ is the website, and I'm seriously considering running a DW game to show it off, and hopefully meet some new players in my area.

So, any advice?

Most importantly, what scenario should I run?

D.

5
So, I got the DW Red Book last week, and was keen to play it, and talked two friends into letting me GM for them at our regular Thursday gaming session.

After a slight mix-up with the playbooks I'd printed out at work (possibly because of differing paper sizes), I had to reprint them using my ink-poor home printer, which might have left them a little hard to read.

Nevertheless, my chums played along, and opted for a Fighter, and a Thief. I wasn't as familiar as I might have been with the character creation, so I was going  through it using the red book on the screen of my phone. But, we emerged at the end with:

Amdor, a dextrous and tough Elf Fighter, wielder of an ornate elven sword (an heirloom of his family, and his Signature Weapon, which is both Sharp and Versatile), lithe and whipcord-thin, with wild hair and eager eyes. Played by Keith.

Shanks, a Human Thief, similarly lithe and wiry, with his wild hair concealed under the hood of his cloak, which also conceals his rapier. Played by Dave. There's a minor rules issue where Dave wonders if Backstab is still based on Strength even if he's using a Precise weapon, and I agree to let him base it on Dex while I find out. So, should it still be a Roll + STR if the Thief is using a Precise Weapon and thus using Roll+Dex for Hack and Slash?.

Both players have eventually opted for the standard equipment bundles, and, because I want them both to survive despite not having a Healer, I let them have their choice of a pack of Poultices and Herbs, or a set of Bandages. They opt for the Poultices, and Amdor offers to carry them, since he envisages himself being more likely to need them.

I explain Bonds to them, and they decide to only fill in one Bond each, but that still leaves them both highlighting a stat for each other. Dave chooses Con for Amdor, and Keith chooses Wis for Shanks. I as GM choose to highlight Dex for both of them, since they're both using Precise Weapons, and will be rolling it a lot. I'm not sure at this point whether XP comes from successful rolls against that stat, or all rolls against that stat. I eventually mis-remember and opt for the former.

Aiming to start a little more in media res than usual, but having tried and failed to link the PCs to either Grundloch, Master of the Arcane Clay, or the Icescale lizardmen, our PCs were heading to the Hall Under The Hill to collect a bounty on goblin ears. We've likened having a tribe of goblins around the countryside firstly to having a wasps' nest in your garden, in that you might not do much about it until someone actually gets stung, and then secondly to having a camp of pikeys camping nearby a town. Only worse, really, because goblins aren't human.

We cut to Andor and Shanks in the back of a cart heading along the trade road toward the Hall, swapping stories with Hawken the skinner. He mentions that he did well in the city of Battlemoor - people are keen for furs and skins since it's been getting colder (foreshadowing the presence of the Frost Heave). Shanks considers using some of the equipment Hawken has in the back of the cart with them to murder him and take his stuff, but eventually gives it up. It's worth mentioning at this point that Shanks is quite Evil, and taking full advantage of the Flexible Morals of the Thief class. Amdor, by contrast is Neutral, Keith having been excited by the idea of a Fighter and his blade adventuring to seek out Worthy Opponents.

After asking Hawken to tell anyone who asks that they actually left his company in the next village (I don't yet know why, but it could just be a natural Thief's caution), the two clamber out of the back of the cart and head off-road to where the Hall is meant to be. They're aware of the Bloodstone Idol, but don't know much about it. I've also mentioned that the Cult of the Idol are largely defunct:

"There's nothing like living in a secret hideout and spending all your time venerating and caring for an Idol to Not Attract Women", says Dave.

So, the characters make their way cross country, down a valley to where the Hill With The Hall Under The Hill Under It is, on the shores of a lake, which already has frosty mist hanging over it (more evidence of the Frost Heave). and as they crest a rise, they get their first site of the main entrance, with the massive doors, slightly ajar, and the lengthy fight going on outside it.

Shanks Discerns Realities and notices that the goblins, who are closer, are better-armed than might be expected, having actual slings with lead shot (instead of stones)and metal-tipped spears (instead of flint). (I've decided to put all the Goblins in brown robes to make them more like Jawas, but the slingers have their hoods back for better aim). Despite their good gear, though, they don't know much about building barricades. Furthermore, he notices enough debris and disturbed ground to know that this fight's been going on a while, and realises that since the goblin barricade is further from the door, works out that the goblins must have a secret entrance.

Not taking the chance that their intervention might not make both sides focus on them for interfering, and realising at this point that ranged weapons might have been a good idea to bring, the two adventurers make a plan to sneak round and look for another way in. They've spotted the Standing Stones around the top of the hill, and resolve to sneak off that way.

It's at this point I have a problem.  The players want to know how well they've avoided detection, if they have, and I can't find a move that covers it. So, I wing it for the rest of the game, but I really need help with working out what you do if your players are sneaking around. Is it just a matter of it being a soft move? I'd honestly prefer it if it was the dice, and success or failure at a move that means they do or don't succeed at stealth, rather than it just being a decision I as GM make for them.

At the Standing Stones, the two notice a smouldering fire, with a number of items around it, which are the Goblin Chief's offerings to any Planar Ally that might be attracted. There are coins, cups of drink, a haunch of meat, and a shrieking face carved out of a bone. Amdor keeps an eye out while Shanks moves into the circle of stones and Discerns Realities again, and works out that they're offerings to [something or other], and asks "who put them there?". He figures out that the circle  must occasionally link to Other Places from the scattering of various stones, some of which aren't found around these parts. Because the player rolled really well, I mention that one of the stones is a rare piece of elemental earth matter, and Shanks scoops it up and puts it in a pocket. Amdor notices, though, but figures it's just Shanks making up for their lack of ranged capability with a nice heavy throwing rock. Small footprints lead away from the circle, and the two resolve to follow them.

Despite attempts by the goblins to hide their tracks, the two swordsmen find where the secret entrance probably is, hidden by a big bush and stones. After an initial chuckle at the phrase "big bush", the two pause for a second and discuss what to do next.

Now, I've had them find the entrance because if they don't go in, the adventure's pretty much over, so I want them to find a way in. But, I'm a fan of Raymond Chandler, and the closest thing I can think of to a guy coming through the door with a gun in his hand, is a small party of goblins coming out of the entrance. Amdor hears the rustle as the bush shakes and moves, and draws his ornate blade. Shanks takes cover on the other side of the bush, rapier drawn and held low.

A brown-robed figure emerges, and for a second Amdor and the goblin look at each other in an uneasy standoff. Keith checks the Parley move on his rule sheet. I mime the goblin's actions. He extends a hand to gently tell his two companions to get back, Amdor mistakes it as reaching for a weapon, and lunges forward with his sword.

It's the first Hack and Slash of the game, and the dice don't disappoint, coming up with a Strong Hit and enough damage to drop the goblin dead without him getting a hit in. I describe the tip of the sword emerging, bloodied, from the goblin's back, and his spear dropping to the ground from suddenly nerveless fingers. The goblin's companions dash out of the tunnel to avenge their comrade, and Amdor prepares to meet them, blade in hand.

Dave asks if they're aware of Shanks' presence, and because, as a fan of Shanks, I should want to see him stab people in the back, I say they're not. Shanks launches a Backstab at one of the goblins, and succeeds, again with enough damage to kill the goblin in one shot. I describe a goblin suddenly stiffening and coughing out a mouthful of blood before slumping to the floor, and then Amdor uses the superior reach of his weapon to keep the last goblin at a distance before running him through. Again, I mention the goblins' well-made weapons, even if they are a little brutal and too dirty for our heroes' tastes. Both adventurers are happy they weren't wounded by the goblins' filthy blades.

Dave marks off a use from Shanks' adventuring kit to fix a rope to help them climb down the drain into the Hall, and so I give them both a +1 bonus to Defy Danger as they clamber down the tunnel. Amdor and Shanks decide who's going to go first with several coin tosses. Eventually Shanks stops short of saying "All right, best of nine" and reluctantly goes first. He rolls well, and makes it easily to the bottom. I'm describing the smoky, messy, noisy main goblin chamber below as Amdor rolls to follow it, and then rapidly switch to describing a flurry of scree stones and gravel as Amdor loses his footing and slides down the tunnel into the  chamber. Luckily, because there's a battle going on in the next chamber, and the scouting party's only just gone out, there aren't too many goblins paying attention. Still, Amdor loses a couple of hits from scrapes and bruises, and Shanks is knocked off-balance and puts his hand in something squishy while he tries to right himself. The goblins keep their rubbish pile near the exit because it makes it easier to carry out, and Shanks has nearly rolled right in it. I mention how that's surprisingly Orderly for goblins, playing up the influence of the Idol.

Shanks lets out a groan of dismay as he tries to find something to wipe his hands on, and this attracts the attention of the nearest goblin, who looks up from his job of basting some joints of meat on spits near a fire.
Amdor takes action and demands "Give me the rock". Shanks demurrs for a second before handing it over, and Amdor bounces it on his palm for a second before pitching it right at the goblin.

Again, the dice fall for a strong hit, and the goblin reels backward clutching his temple as the rock cracks hard against it. He's not out though, and the two adventurers make their way around the goblin cave to finish him off. Another two goblins are attracted by the noise (I feel slightly guilty for saying this, since I'm still not sure about how to handle attempts to remain silent and stealthy).

A brief fight ensues with coals being kicked at one of the goblins, the spit-master grasping a spit from the fire with his thick leathery gloves on and attempting to fend both PCs off with it, but to scant avail. The fight ends quickly.

Continuing to sneak around, the adventurers make their way through the Goblin cavern, noticing a ladder leading to a raised cave section where they overhear the Chieftan arguing with his advisors. I mention that the Chieftan has a deep and loud voice, but then qualify that with the fact that he's still a goblin, so still sounds like Mickey Mouse on helium. They elect not to climb the ladder and go for him now and instead sneak into the Idol's chamber, where the goblins and lizardmen are engaged in a pitched battle around the base of the Idol.

The light source in the main chamber, I've decided, is the Idol, which sheds a dull red light throughout the cavern, which is huge. The chamber has a ruler-straight line along the right hand side, which I interpret as being evidence of it being worked stone instead of natural cave wall, and I describe a large carved fresco facing the Idol. After trying to work out the nearest exit (these two characters seem loath to get into battle with many foes at once, and who can blame them?), they head along the wall, and I call that Defying Danger. The reason for that, and I'm sure of it, is that if they're spotted, they'll definitely be challenged. The rolls are not good, and the two are silhouetted against the wall by the light of the Idol, and spotted by four lizardmen.

Because I want to play up that the lizardmen are also here to find worthy opponents and prove themselves in combat, I have the largest lizardman pull his spear up and point it at both characters a few times, before tapping himself on the chest and assuming a fighting stance.

Amdor straightens up at this and hefts his shield, taking a few preparatory slashes in the air with his longsword. He attempts to slide in under the guard of the lizard's spear before striking upwards into his vitals, but a poor roll leaves him flat on the floor and nearly nailed to it by a downward thrust of the lizardman's spear.

Shanks attempts to Aid Amdor by yelling to distract the lizardman at a crucial moment. He rolls a weak hit, so Amdor gets the +1 Forward, but Shanks gets menaced by hisses from the other three lizardmen, and in no doubt what'll happen if he tries that again.

Amdor tries to twist away from the arc the lizardman's covering with his spear, rolls a Weak Hit, whirls like a dancer to the lizardman's side and lays his scaly neck open with the edge of his blade before the lizardman backhands him across the face with his spear, catching him with the shaft rather than the tip to explain the low damage. Amdor's starting to feel his wounds though.

Shanks shifts position to run if Amdor drops, and a lizardman reminds him not to interfere by hurling a spear in his direction. It misses, but Shanks isn't sure if that was intentional, though. On the other hand, a spear is a good weapon for keeping foes at a distance, so he adjusts his plans to involve grabbing it if things go wrong.

Amdor, meanwhile, aims a lunge to open the other side of the lizardman's neck, and the dice turn up a Strong Hit. The lizardman falls with a burbling hiss as the blade passes through his windpipe, and his fellows salute the victorious swordsman with their spears before motioning them to pass by.

This ends the session, as Amdor and Shanks look around for a quiet and safe place to hole up for a few minutes to tend their wounds. There being only two players, the task of "pick another player to increase Bond with" is simple, and I'm gratified when Keith and Dave say they've enjoyed themselves and are keen to continue next week.

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