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Topics - Michael Loy

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Monsterhearts / clarify: Elsewise Power
« on: April 08, 2013, 07:30:51 PM »
Quick question of intent:

Quote
Elsewise Power: You can give the dark power a String to use a move you don’t have, just this once. This move can come from any playbook.

I read "just this once" as meaning that each time you use the bargain, you're trading a String for a single use of the move.  The other possible reading, though, is that "just this once" is absolute, and the bargain only works once on any given move.  Which is it?

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Dungeon World / Quick Questions
« on: October 23, 2012, 12:19:39 PM »
The ranger, in their Command move.  When you work with your animal companion on something it's trained in ...

"…and someone interferes with you, add its instinct to your roll"

Surely that's "add its instinct to their roll"?

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Dungeon World / Dungeon World on Snail's Pace
« on: October 19, 2012, 05:51:47 PM »
Is anyone interested in Dungeon World play-by-post right now?  I'm looking at starting a game on Snail's Pace (Snail's Pacepitch thread), so if this is a thing that you would like to do, come on over.

Right now, I imagine that it would be relatively short term, like one or two adventures, but if we get to that point and everything seems to be going well, then maybe we'll continue on.

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Murderous Ghosts / AP in a car
« on: October 15, 2011, 11:28:17 AM »
testers: Michael Loy and Nicholas Henry

I playtested MG yesterday during a long car trip (which went fine as a thing to do on the road, though obviously neither of us was the driver).  I was the player, playing a character with my own name, and Nick had the MC book.  Nick is a reasonably experienced GM, but he hasn't run a game in at least a few years.

This game ran about 35 or 40 minutes, though we didn't really get that far: I was murdered pretty promptly.  It went that long, I think, mainly due to a certain amount of scenery-chewing and a bit of man-to-ghost conversation toward the end.

Summary:

Michael-the-character finds an old workers' infirmary in the factory sub-basement, and there is evidence that it saw use sometime not too recent, but since the factory went out of business.  Detritus, like food litter and pamphlets, is scattered around, and it looks like the place was used for a while as a meeting place of some kind.

Poking around a little, he finds that the pamphlets are some really disgusting anti-Semitic literature, and then he uncovers a plastic-shrouded cross made of welded iron, with a body (portion of a body?) still bound to it.  He pulls back the plastic enough to see a decayed arm that looks like it'd had its hand chopped off and another hand sewn onto the stump.  Then he drops the plastic and retreats, not wanting any more of that.

He still has a bit of phone reception down here, so he calls 911, and then the first ghost appears: a man in a priest's cassock, standing before the cross and screaming and gesturing at an invisible audience.  Michael can't hear the words - the ghost is entirely silent.

There's a bit here, where Nick was intending to do something with the 911 call, making it a ghost on the other end of the line or something like that, but it gets cut off.  I draw to see my reaction to the ghost, and I end up just whimpering into the phone, frozen up, and then the ghost attacks and the phone call's cut off as I run for my life.

So Michael freezes up, and the ghost advances with physical violence, its mouth hinging open as it reaches for Mike.  Michael fights back, screaming, striking at the thing with his flashlight and running for it, losing track of both his flashlight and the way back to the sewers.

He ends up in a smaller room of the infirmary, where there's a couple of cots set up and a good bit of human filth.  There's a woman, the second ghost, and Michael tries talking to her.

She's been clearly tortured, she's missing three limbs, but she appears to be alive and human, so Michael tries to offer to help her get out of there, but accidentally offends her (before he sees that she has no legs: "Can you walk?"), and then he lashes out at her when he sees how ruined she actually is.

At that point, she murders him fairly handily, lashing out at him verbally, backing that with supernatural hatred, making her own cold blood well up in his throat and drown him.

^ End Summary

1) We didn't have any major problems with the mechanical processes.  I drew, discarded, went bust, all that with no problems.  The page directions were generally clear.

1b) Nick had trouble, a little bit, with the core loops ... at first, when I asked questions and described incidental actions, he was looking for something to point him at another page, I think?  I explained, and we settled into having a back and forth until triggering a direction on the page, but maybe that wasn't described clearly enough.

2) Afterward, Nick was wondering why he even had a hand, which I had to explain: I never made any real progress toward escape, so he never came across those pages.

2b) Speaking of, I think the MC book has incorrect page references in the "Your Draw" section.  It refers you to p3 and p23, which aren't actually the pages about player escape and the MC's hand.

3) With the second ghost, I was really fighting myself.  She hadn't registered my presence, so I could totally have just turned and left, likely making progress toward escape and maybe not getting killed.  And I knew that she had to be a ghost, and that any interaction with her was likely to end horribly.  But she looked like a hurt woman, so it just didn't make sense to abandon her.  That's not a problem, exactly, but there was definitely a major difference between what I wanted and what my character wanted, there.

4) There's a definite death spiral-ish thing.  If you go bust, you have a pretty good chance of going bust again on your next draw, just under a 40% chance.  So going bust in the vicinity of a ghost can end things really quickly.  I don't know if I'd go so far as to say that's frustrating, since I went in expecting to die, but it did make the ending feel kind of abrupt.

5) Every now and then, I was called upon to say something about my character.  I think we hit where I say when I came closest to death, and when I say what I hope to accomplish before I die.  That was fine, but hard to make use of.  We talked a bit.  On one hand, we figured that in a game with more progress, Nick could've reincorporated details ... I died in the second scene, so he had limited opportunities.  In the shorter game, though, they did end up kind of floating.

5b) Though, I also noted that those questions tended to come up just before I had to decide how to react to something.  And I think they did serve to anchor me a little in this character, giving me something more than "23, brave, athletic, smart" to guide my decision.  That happened a little less this time, since my answers to the questions were a little uninspired, but I've more noticed it in my online (not yet complete) game here.

6) Nick noted that with the first ghost, he didn't really want me to die.  He wanted me to escape, and he suggested that I get lost rather than "wounded, most likely dying" or one of the other likely options for surviving a ghost attack.  With the second ghost, not so much.  I legitimately pissed her off, and then Mike went bust on a p10 draw and was forced to freak out and lash out at her, and neither of us liked him for that.  I think this was largely because ghost 1 was the victimizer while ghost 2 was the victim, but it's something to note: that shift in mindset is one of the first things he mentioned after the game.

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Dungeon World / Red Book wizard and multiclass
« on: August 04, 2011, 07:35:37 PM »
First, there's a contradiction in the text.  On p52, we see: "When you spend uninterrupted time [...] prepare new spells of your choice from your spellbook whose total levels don’t exceed your own+1."

p56, then, tells us: "When the Wizard Prepares spells they choose spells from their spellbook whose total level is less than or equal to the Wizard’s level."

I assume that the first quote is the correct one, and the second one just got missed in editing?

But that's just an editing note.  I'm playing a fighter, and I'm picking up the new Multiclass Dabbler to gain wizard spellcasting.  There's a slightly odd thing that happens if you do this later on in your career, and I'm not sure if this is intentional, or if it's just a oddity of the wording:

Say I'm a 5th level fighter, and I'm just now taking Multiclass Dabbler (wizard spellcasting).  With the new version of the move, I count as a 4th level wizard.  I can prepare 5 levels worth of spells (plus cantrips), and I'm considered 4th level for the spells where that matters.

I also get a spellbook.  However, it appears that I still only have the starting spellbook, with 3 first level spells ... I have the spellbook of a 1st level wizard, not a 4th level wizard:

Quote
You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight.

Because the wording is that I start with 3 spells and only automatically add spells on leveling.  (Instead of saying, maybe, "For each level you have above 1st, you add ...)

Is that the intention?  It would leave me in the odd situation of being able to prepare 5 levels of spells while only knowing 3 levels of spells.  Though my GM could always let me loot spell scrolls to expand my book.  Still, odd.

Can you prepare multiple instances of a certain spell, like in D&D?  I seem to recall mention that you can't, but I haven't been able to relocate that.

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Apocalypse World / Apocalypse at Snail's Pace
« on: August 06, 2010, 06:05:43 PM »
I'm starting up a AW game at Snail's Pace, here but there's very little traffic there these days.  I figure here's a good place to come looking for people excited about the game, yeah?

This is play-by-post, hoping to settle into a posting cycle of once every day or so.  We've definitely got a brainer and a maestro d' signed up, and I'm hoping for something like 4 players, maybe 5.

The talk, so far, puts the game in the blasted, toxic ruins of a major city somewhere, with any holdings buried below the ground in bunkers and subway stations, linked together by subway and sewer.  There's a thread with some setting fragments, but all of that's to be taken as just tossing out ideas - it won't all necessarily stick.

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