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Topics - Daniele Di Rubbo

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1
Dungeon World / Setup Strike
« on: January 22, 2015, 09:35:10 AM »
Hi everybody! I come from an Italian forum where a player asked a question about the Paladin move Setup Strike:

Quote
Setup Strike

When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage.

It never happened to me during my games, and that’s why I’m asking here. The question is: if the Paladin does two or more hack and slash moves in series, does this +1d4 bonus stack together?

2
Sagas of the Icelanders / Man’s work hold between sessions
« on: October 19, 2014, 03:22:43 PM »
I’m playing Sagas of the Icelanders and, during the last session, we had a doubt.

The man’s player had 1 hold spared from the previous session. At the beginning of the new session, he rolled Man’s work again with a 7-9 and so he said: “Well, now I have 2 holds.” I asked him why and he told me that, in his opinion, you can sum the sparing holds from previous sessions to the new ones.

Instead, my opinion is that every time you roll Man’s work you have to discard the old holds, before.

Which is the right interpretation of the rules?

3
Apocalypse World / Touchstone: Visionary move on a miss
« on: July 08, 2014, 07:14:45 PM »
In this period I’m playing a lot of Apocalypse World. In this campaign I’m playing Iris, a brainer, and my friend Francesca is playing Road, a touchstone.

During the last session, Road used for the first time the move Visionary on Sam, the juggernaut:

Quote
Visionary: when you share your vision of the future with another player’s character, roll+hard. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever you like, you can spend your hold, 1 for 1, to have them mark experience. On a miss, they hold 1 over you, on the same terms.

and she missed the roll. We read all the move, with a special attention to the miss part, and we couldn’t understand if the meaning is:

  • the other player holds 1 against the touchstone and awards experience to the touchstone according to their (= of the touchstone) vision;
  • the other player holds 1 against the touchstone and awards experience to the touchstone according to their (= of the other player) vision.

In the first case, the emphasis of the move would be on the other player’s judgment about the touchstone vision; in the second case, the emphasis of the move would be on the other player’s vision opposed to the one of the touchstone.

I wonder which of the former is the correct interpretation of the move.

4
Apocalypse World / Reading a character I know is telling the truth
« on: July 05, 2014, 04:02:21 PM »
I’m playing this Apocalypse World play by forum on an Italian forum and that’s what happened to me. Marshall, the operator, has just been shut out in his technical work. Ellen, the savvyhead, was helping him to fix this old tractor.

Marshall go and see Ellen to inform her that their gig has just gone to hell. On that occasion, while he’s talking to her, he also reads her, but he gets a miss and I, as the MC, decide to do one of my moves. I turn his move back on him, so I tell Ellen: “Ok, he comes to you with that ass face, but the truth is he’s an open book to you: it counts like you’re reading him with 10+, so you hold 3 and you can use them as normal.”

Now Ellen’s player asks me a question nobody’s asked me before, while playing Apocalypse World. He asks me if he has to use one of his holds to ask Marshall “is your character telling the truth?” in order to know, as a character, whether Marshall is lying or not. The fact is obviously Ellen’s player, as a player, knows Marshall is telling the truth.

And that’s my question: how should I handle this situation? What should I answer to Ellen’s player?

5
Dungeon World / End of session: resolving more than one bond
« on: May 03, 2013, 03:04:29 AM »
A fellow player pointed me that the end of session move states (underline is mine):

Quote from: “Dungeon World”, p. 78
END OF SESSION
When you reach the end of a session, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.
Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:
  • Did we learn something new and important about the world?
  • Did we overcome a notable monster or enemy?
  • Did we loot a memorable treasure?
For each “yes” answer everyone marks XP.

The matter is we usually choose more than one bond, if more than one is resolved in fiction. Now my friend argues that one cannot choose more than one bond to resolve at the end of the session. But what about the fiction? I mean: what about if I am really resolving, in fiction, more than one bond at the end of a given session? This constraint no longer makes sense to me. Am I misunderstanding something?

6
Dungeon World / Several cure spells in a row
« on: February 08, 2013, 06:12:16 AM »
During my first Dungeon World session, soon after a hard fight, Jotun the Cleric cast twice in a row the cure light wounds spell on Hawke the Fighter with a 10+ score. He would have cast it three times but I told him “Hey hey! Aren’t you pushing your luck?”. So he decided to cure Taeros the Druid, instead, and on a 7-9 chose to have the spell revoked.

This happening draw me to ponder about how to deal with this sort of things during the game and their reflections on the fiction. Any thoughts?

7
Dungeon World / Can a Paladin use “Lay on hands” on himself?
« on: January 22, 2013, 07:08:49 PM »
The question is simple, like the subject: can a Paladin use “Lay on hands” on himself? Won’t the 7-9 option be “weak” in that case?

8
Dungeon World / Carouse failure and XP mark
« on: December 09, 2012, 05:42:36 PM »
My friends and I played Dungeon World on this Saturday. At the end of session we used a 300-coin jeweled mask to pay as a group a feast held at the halfling village.

The Carouse move says:

Quote
Carouse
When you return triumphant and throw a big party, spend 100 coins and roll +1 for every extra 100 coins spent. ?On a 10+, choose 3. ?On a 7–9, choose 1. ?On a miss, you still choose one, but things get really out of hand (the GM will say how).
  • You befriend a useful NPC.
  • You hear rumors of an opportunity.
  • You gain useful information.
  • You are not entangled, ensorcelled, or tricked.

I rolled for the group and I got a 6-. The question is: who marks XP?

9
Monster of the Week / Mundane: “The Power of Heart” move
« on: September 27, 2012, 05:29:04 AM »
Last night we run a mystery and our Mundane has this move:

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The Power of Heart: When fighting a monster, if you help someone, don’t roll+Cool. You automatically help as though you’d rolled and got a total of 10.

Our Mundane, Isaac, had also Cool highlighted. My question is: does he still mark experience (even without needing a roll)? I think no, but I’m looking for confirmation.

10
Monster of the Week / Divine: Soothe move
« on: August 21, 2012, 12:14:50 PM »
Quote
Soothe: If you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions. This works even if the thing that freaked them out is still present, as long as your voice can be heard.

Does it work even on other hunters or only on NPCs?

11
Monster of the Week / Teaser and Hook
« on: August 21, 2012, 07:20:59 AM »
It’s not so clear to me if, during the Teaser scene (p. 127), does the Keeper set the scene and present the Hook, or does the Keeper ask the hunter where they want to start, set the scene according to that and then he presents the Hook?

12
Monster of the Week / Action Scientist: The Doors of Perception move
« on: August 21, 2012, 05:15:20 AM »
Quote
The Doors of Perception: By using advanced psychological, pharmacological, or mental interface techniques, you may use magic with +Sharp instead of +Weird.
You may choose one of these additional effects:
  • Communicate with someone or something that you cannot communicate with by normal means.
  • Analyse a clue (allowing you to investigate a mystery in a way that you would not normally be able to).
  • Give a hunter (including yourself) +1 to a rating for the remainder of the mystery (maximum +3).

During our last session Javert (Professional) take this Action Scientist move. He tried to use it when some policemen pinned us in an abandoned house. He said he read the smoke of his cigarette.

Does it count as a valid use? What do you mean with «By using advanced psychological, pharmacological, or mental interface techniques»?

13
Monster of the Week / Highlight Ratings
« on: August 21, 2012, 04:58:38 AM »
A simple question. If our Mystery takes more than one sessione, have we to highlight Ratings at the start of each session?

14
Monster of the Week / Mystery: Lake Charles, Louisiana
« on: August 18, 2012, 04:19:57 AM »
I’m going to share with you the Mystery I used in several demos since the game has been published.

You can download the Mystery in *.pdf format to print and use it more comfortably: [MotW] Mystery – Lake Charles, Louisiana.

Write me down a line to say what it seems to you. Enjoy! ;-)



[MotW] Mystery: Lake Charles, LA

Concept

In Lake Charles (Louisiana) a powerful vampire boss is trying to create his dark spawn of followers to dominate the city from the shadows (and also to find his spouse).

Hook

Another hunter the hunters know (ask them who) contacts them asking to go to Lake Charles and check everything is normal, since a fellow hunter (Frank Moseley; see below) is recently disappeared while investigating vampiric turmoil.

Monster

Name: Viktor Bellefleur

Description: Viktor has a long and black leather jacket under which he wears a violet fashion shirt. He has short black hair and deep blue eyes; his skin is dull and his voice and gaze magnetic.

Type: Breeder

Impulse: to give birth to, bring forth, or create evil

Viktor wants to subjugate Lake Charles with his vampiric spawn and to give eternal life to his eternal spouse, he has not yet found.

Powers: Immortal, Mesmerism (see “Custom moves” below), Extremely strong, Incredibly stealthy, Vampirize (if he kills you and then give you some of his blood, you return as a vampire – if hunter, change playbook to the Monstrous; see “Custom moves” below).

Weaknesses: Must feed of human blood, Burns in direct daylight, During daylight must sleep in the soil of his homeland, Rejects holy symbols/water/ground, Must be invited to enter home, A wooden stake in the heart freezes him, Decapitation, Fire.

Attacks: Brawl (4 harm hand), Bite (3-harm intimate healing)

Armour: 2

Harm Capacity: 10

Custom moves:

Mesmerism: when he commands you, roll +Cool. On a 10+, you can choose whether to do it or not. If you do, mark experience and take +1 forward. On a 7-9, you can choose whether you do it or not. If you do, mark experience. If you don’t, take +1 the next time he tries to mesmerize you. On a miss, you do what he asks.

Vampirize (see “Custom moves” below).

Minions

Name: Frank Moseley

Description:  Frank is a mid-40 hunter, who wears heavy clothes ruined by “the mission”. He has a white medium sized beard on all the face.

Type: Traitor

Impulse: to betray people

Franks was tracking the vampiric powers. He fell under Viktor’s mesmerizing powers and now is a bait for other rubberneck hunters. Use him to sway and betray them.

Powers: N/A (just an experienced hunter)

Weaknesses: Mesmerized by Viktor

Attacks: Brawl (1-harm hand), Hunting rifle (2-harm far loud), Big knife (1-harm hand)

Armour: 1 (heavy but ruined hunting clothes)

Harm Capacity: 8

---

Name: Vampire spawn/group

Description: They can be everyday people turned into vampires, only with a more dark and predatory look.

Type: Brute

Impulse: to intimidate and attack

Viktor uses his spawn for different goals, but mainly to extend his domain over the city and, of course, physically oppose annoying hunters.

Powers: Immortal, Extremely strong, Incredibly stealthy, Vampirize (if he kills you and then give you some of his blood, you return as a vampire – if hunter, change playbook to the Monstrous; see “Custom moves” below).

Weaknesses: Must feed of human blood, Burn in direct daylight, During daylight must sleep in the soil of his homeland, Reject holy symbols/water/ground, Must be invited to enter home, A wooden stake in the heart freezes them, Decapitation, Fire.

Attacks: Brawl (2 harm hand), Bite (1-harm intimate healing)

Armour: 1

Harm Capacity: 5/10~ (group)

Countdown

Day: Sporadic and isolated vampiric attacks

Shadows: More and more people became vampires

Dusk: Viktor starts collecting selected victims to find his spouse

Sunset: Viktor vampirize his spouse; they became very powerful

Nightfall: Viktor becomes a major power in city, controlling entire areas

Midnight: Viktor and his vampiric spawn control the city from the darkness

Custom moves

Mesmerism: when Viktor commands you, roll +Cool. On a 10+, you can choose whether to do it or not. If you do, mark experience and take +1 forward. On a 7-9, you can choose whether you do it or not. If you do, mark experience. If you don’t, take +1 the next time he tries to mesmerize you. On a miss, you do what he asks.

Vampirize: when you are dying, vampires can share with you their blood and you’ll return as one of them (if hunter, change your playbook to the Monstrous).

Bystanders

Name: Leticia Diez

Description: Leticia works at a local diner. She has long light brown hair and green eyes, and always wears a casual (or work) wear. She doesn’t seem really special, but who knows…

Type: Victim

Motivation: to put themselves in danger

If you have to put some helpless damsel in danger, use Leticia. Maybe she will be Viktor’s spouse.

Locations

Name: Consolata Cemetery (cross on the map)

Description: An old gothic cemetery

Type: Deathtrap

Motivation: to harm intruders

This is the big threat location for vampiric activity in Lake Charles. Add more specific locations here as you need them.



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15
Monster of the Week / Harm and harm moves
« on: July 13, 2012, 10:59:45 AM »
We played a demo some days ago and we had a doubt.

On p. 65 there is written:

Quote
When you take harm, the Keeper will tell you what happened and how many points of harm it was. Mark off that number of boxes on your harm track. There might be an additional effect: the Keeper will tell you if there is.

Then, on p. 135:

Quote
Every time someone gets hurt, use a harm move on them.

So, how the Keeper has to play with harm and harm moves?

Moreover, (again on p. 135):

Quote
Injuries allow you to make harm moves against that hunter (or monster, minion, or bystander), based on how bad it is. Every time someone gets hurt, use a harm move on them.

The harm moves are listed below, along with the minimum harm level for each.
0-harm or more:

• Momentarily inhibited.

• Drop something.

Take -1 forward.

1-harm or more:

• Fall down.

Take -1 ongoing.

• Pass out.

• Intense pain.

Unstable wounds:

• +1 harm.

8-harm or more:

• Dead.

Since only hunters roll dice, I assume the Keeper cannot choose the “Take -1 forward/ongoing” options for monsters, minions and bystander. Right?

A last note (this is a question the players asked me): why to “complicate” the harm rules this way, giving the Keeper so much responsibility and work on them?

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