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Topics - nemomeme

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Dungeon World / Steading Feudalism
« on: November 04, 2012, 11:12:05 PM »
Maybe I'm just tired but...

I'm doing campaign prep after the first session of my first "ongoing" DW game (The Nordemark). The map started with a single Steading, the village Osterfell. I've determined it's a part of a Norse/Celtic-style "kingdom" with Jarls and High Jarls, etc.

Via the Oath tag its Defenses are bumped from the default Militia to a Watch. Its Oath is to the nearby Town of Valmark.

We haven't seen it in play yet, but I'm now putting Valmark on the campaign map and creating the skeleton of its stats. I know it's a Town that helps to protect the village of Osterfell. So I apply its -Defenses and its default Defenses of Watch slips to Militia.

The Town of Valmark now has lower Defenses than the Village of Osterfell.

This seems wrong...

Dungeon World / Dungeon World Scantheon
« on: June 17, 2012, 10:34:42 PM »
You're playing in a Skyrim-inspired Dungeon World campaign world.

Do you prefer a "real-world" Norse gods pantheon or "inspired by" names that, while vaguely Scandinavian are different?  "Real world" Norse gods would inevitably be getting a fantasy world twist so only the names and general areas of concern would remain, so to speak.


Recall the traditions of Deities and Demigods and the mishmash glory of the Judges Guild's Wilderlands before you answer.  :)

Dungeon World / Damage Sources and Armor
« on: March 27, 2012, 09:07:30 PM »
Dual weapons, animal companions, hirelings, etc.

Maybe it's made clear somewhere and I just missed it.  Or maybe it's up to the GM.  How are people running them with respect to Armor? 

Do you apply Armor as a defense to multiple sources twice or once?

Dungeon World / Dungeon World is...
« on: February 25, 2012, 01:24:27 PM »
There's a lot of suggestions in this forum and elsewhere about things that might be tweaked for Dungeon World Beta.  Some of these suggestions are reasonably good mechanically.  Others, especially those offered in brainstorming mode, are awful.  Or they transparently do not fit the current direction of the game, either thematically or on a crunch spectrum.

As I understand it, while it's maybe close to finished, the Dungeon World XP system is still in flux.  This indicates to me that what Dungeon World is about is still in flux; the reward system for PCs is a core element of a role-playing game like this.

Is there somewhere a clear mission statement about the kind of game Dungeon World wants to be that Adventurer's Guild people can look at?  I suspect Sage and Adam have a very clear idea about the kind of game they are designing but reading some playtesters' suggestions, I feel like some of us have a much less clear idea of what Dungeon World wants to be.  Or maybe it's clear to people but they can't help going into hack mode to create a game that's more to their own group's vision of what a dungeon game should be, even though it doesn't really align with what Sage and Adam are going for.

I really adore Dungeon World.  I have several ideas and criticisms regarding different parts of system but if I had a clearer vision of what Dungeon World is I, (and perhaps others), would know when to simply shut the fuck up.  And Sage and Adam might benefit from having fewer suggestions that are not useful to them.

To be clear, I'm not talking about "Dungeon World is a world of fantastic adventure.  A world of magic, gods, demons, Good and Evil.  Brave heroes venture into the most dangerous corners of the land in search of gold and glory."  That's clear enough.

I'm talking about the feel of the game with respect to what editions of D&D or OSR-clones it looks to.  I'm talking about a spectrum of tactical decision making, a spectrum of lethality, a spectrum of niche protection, a spectrum of the importance of gear relative to character abilities, a spectrum of detail, a spectrum of exploration versus party dynamics versus combat.  Those kinds of things.

Do you sometimes offer suggestions for changes that you suspect are perpendicular to the current direction of the game?  Do you think the skeleton of the game is transparent and solid enough that you will feel confident in hacking the game to your tastes when the game is "complete"?

What do you think Dungeon World is?

Dungeon World / "The Enemy Makes An Attack Against You"
« on: February 19, 2012, 12:12:24 AM »
"On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you."

I am curious how often GMs are interpreting this Move result as "the enemy you are already fictionally engaged in mortal combat with at Close range does their damage to you."

How often do they instead do something like drive the PC back or do some kind of narrative only monster move like "attach to someone" etc.

Do you interpret monster Moves like "Catch something or someone on fire," "Spray forth acid, eating away at metal and flesh," "Pierce armor with sharp front teeth," or "Throw someone," etc. as also inflicting damage or do you more likely to interpret these as "Show Signs of Doom" and not deal damage yet? More importantly, how do you decide?

I seem to have zero issues making these kinds of Moves and decisions when running AW for people I know who've played a lot of "hippy" games but am much more ambivalent when running it for people whose experience is primarily D&D.  They want to know just how the fuck am I deciding whether or not to do 9 damage to the guy that has 8 hit points left or instead say, "the lizardman's club batters your shield and forces you back.  Your arm goes numb and you see another lizardman closing in with a net!" following an "8" result on Hack & Slash.

Part of me is asking because I think I'm suggesting elsewhere that Adam and Sage really make certain to get their damage numbers calibrated right and part of me is thinking, "maybe that doesn't even matter so much for Dungeon World when the lethality of a given scenario is going to so strongly hinge on GM convention."

Apocalypse World / Hardholder rules question
« on: September 25, 2011, 01:55:15 PM »
Hard holds have gigs, often more than one.

Does a hardholder make two rolls at beginning of a session?  One for their Wealth roll and a separate one for any additional gigs, or are all the gigs pooled together into one Wealth roll?

Apocalypse World / I double-dog dare you.
« on: November 23, 2010, 09:08:14 PM »

Apocalypse World / Apocalypse Love and Kisses
« on: August 27, 2010, 12:35:48 PM »
Use this thread if you want to share MC love letters from your campaign.  Maybe other MCs will find them helpful

Brendan and switched off MC roles last night for our In The Wake campaign.  The more awesome last three letters are his and were great for doing a sort of mini-reboot as his brainer Jackson left the game and I brought in my maestro D', Rice.

Dear Butch, please roll +cool (hard since battle-hardened). On a 10+, choose 1 OR 2.  On a 7-9 choose 2.  On a miss I'll choose two for you.
• You've spent too much time out in The Wake and have caught the Murk.  Symptoms: apathy despair, nightmares.  You know vomiting is next if not treated.
• One of the rougher algae farmers, Ricarra, has decided you're not so tough and feels safe fucking with your dad Max as a result.
• you feel an inexplicable desire to explore the Under.  You're starting to dream about it.

Dear Linux, please roll +sharp.  On a 10+ choose 2. On a 7-9, choose 1.  On a miss I'll choose 2 for you.
• I will provide you with information about the sphere.  You may add one salient fact about its nature.
• You've noticed your assistant Blanche seems uncharacteristically despondent.
• Between Torn's messed up hand and Blanche's attitude it's going to take you longer to unlock the nature of the sphere unless circumstances change somehow.

Dear Jackson Brace, please roll+sharp. On a 10+, choose 2. On a 7–9, choose 1.  On a miss I"ll choose 2 for you.
• one of your leakers, Corbett from Sagrada, has some intel for you.
• you notice and recognize the person who's been following you: Torn.
• something is seriously wrong with your deep ear plugs!

Dear Rice,
Welcome to Babbel, old buddy.  People here have just been dying to see your face!  Roll +Hot.  On a 10+ pick 1.  On a 7-9 pick 2.  On a
miss… you know how this goes, right?
• You've been here less than 24 hours and damned if Boo's not already got somebody on your boat.
• After everything you did for her, Dylan's been making eyes at Corbett, that little bitch.  If you don't handle this, she's going to jump ship soon.
• Krin's been "drinking."  What are you going to do?

Dear Butch,
Yeah some stuff happened in the Under.  We'll get to that eventually.  What's important right now is what you brought back with you and what you left behind.

Roll +Sharp.  On a 10+, pick one thing from either of the following lists. On 7-9, pick one from each list.  On a miss pick one from either list,
and I'll do the same.

Something you brought back
• Jackson Brace's revolver
• Jackson Brace's Veil
• Jackson Brace's hand

Something you left down there
• About a pint of B-positive (take 1-Harm)
• Preen, the only medic worth two shits in Babbel or Sagrada
• Your left eye

Dear Linux,
Hey, Butch came back from the Under in one piece!  He must have taken your advice.  Mark experience.
Looks like one of your kids is working on Rice's barge these days.  First tell met the kid's name and gender.  Then roll +Hot.  On a 10+ answer two of the  following questions.  On a 7-9, answer one and pick one for me to answer. On a miss, pick two for me to answer and answer the third yourself.

• What does he or she do?
• How does he or she feel about you?
• Who's the father and what happened to him?

Love and kisses, your MC

Apocalypse World / Playing with the maelstrom
« on: July 27, 2010, 01:41:38 PM »
Our first two sessions of In The Wake have been relatively low key in terms of plot advancement; I am still in the process of revealing all the places the PCs are not in control and building PC-NPC-PC triangles.  It may be that I am not pushing enough.

In any case one of the things I am really enjoying about the game so far is AW's psychic maelstrom in play.  There is already good textual guidance on things the MC can do when characters open their brains to the maelstrom but maybe we can collect additional instances from play in this thread.

One thing you can do is use the player's response to the question you ask them to frame your response for the reason they're tapping into the maelstrom to begin with.

An example from our last session:

The brainer Jackson is being tailed by Torn, a workspace assistant to the group's savvyhead.  Jackson ducks into an abandoned storage facility on the docks and opens his brain to the maelstrom.  He wants to know about why Torn is tailing him, what harm he intends.  Jackson hits with a 10.

I ask Jackson, "What's the worst thing that's ever happened to you when you opened your brain to the maelstrom?"  Brendan thinks for a few seconds and describes a time when Jackson was relatively young and some dock roughnecks held his head underwater and he opened his brain, how trapped and helpless he felt, etc.

I interpret Brendan's query more more broadly as wanting to know more about the whole conspiracy behind Torn's following him.  His roll gives me the opportunity to convey it.  I describe how Torn feels trapped as he follows Jackson, that he has a similar feeling of being held, of being violated against his will.  (He is an unwilling agent being directed by another NPC)

Part of the reason Torn is following Jackson is connected with two men from a rival hardhold being held prisoner in the nearby tower of Sagrada.  I hadn't thought previously to the specifics of where they were being held, but now I know; they're being held in a cell under the surface of The Wake, the "Under" regions of Sagrada.  Through the maelstrom Jackson can see them now.  They too feel trapped and helpless.  Their cell window looks out into black waters.  He can feel their fear.  They are close.

So basically immediate reincorporation if the player's response to your questions seems fruitful and relevant.

Apocalypse World / Keeping it all straight
« on: July 16, 2010, 10:59:37 PM »
So, the threads here have been helpful, and I've done most of the work I need to do for my 2nd session Fronts, but I already suspect that a lot of the prep is going to get left behind once I'm at the table.

Like, I feel strongly that the prep will have been worth it, and I feel great comfort in the fact that if things are lagging I'll be able to look down at my possible Moves and come up with something that makes sense, but most of the time I'll be in reaction mode, just saying what seems to make sense given what's happening in that instant.

I suspect a lot of the prep is to simply arrive at the Stakes that come out of your "I wonders" and committing to not decide those things beforehand.  I think I"ll be looking first and often at those "I wonders" for scene grist.

I observe a lot of people have done or are *right now* doing the prep for the second session of their game. What do you think is the most important thing to come out of your prep?  How does it differ from your general GM prep?  What, if anything, do you think it may be teaching you?

Apocalypse World / NPC allies
« on: July 14, 2010, 10:25:01 AM »
How are people handling fights where the PCs have NPCs on their side?  I think I'm headed into a fight where two PCs have three or four NPCs on their side up against a small gang.  I am considering having the NPCs cumulatively be able to do one Harm every tick.  The NPC's lives will depend on the rolls of the PCs whenever I give them ugly choices.  What rules might I be missing or what rules should I keep in mind?

Also, a small gang (~15 souls) is treated as such for all purposes until they are reduced to one or two guys, yeah?

the preapocalypse / Front Sheets
« on: July 11, 2010, 05:25:53 PM »
So, uh, where do we get them?  One that's not filled out with Inside Hatchet City stuff?

Apocalypse World / The Cool Before The Storm
« on: July 08, 2010, 07:55:20 PM »
"...sometimes nothin' can be a real cool hand."

Starting up an Apocalypse World campaign tonight.

Outside of 4E and opening teasers for Danger Patrol, I've been "impro-GM'ing" just about everything I run for quite a while now.  It usually goes pretty well, but I'm also usually a little nervous.

Maybe it's having seen Apocalypse World in action a few times now.  Maybe it's the people I'm playing with.  Maybe it's this infernal heatwave.

But outside of a couple apocalyptic images, I have ZERO idea what we're in for tonight and UTTER certainty that it's going to rock.

Thanks, Vincent, for this amazing game you're about to unleash upon the wider world.

Apocalypse World / I may regret this but...
« on: July 06, 2010, 06:02:31 PM »
"If yah only stick yer neck out for yer brotherman, what use are yah?"
- Weaver Bird

Here's a universal custom periperhal move I intend to propose for my game starting Thursday.

I might regret this but...: If you help another character with whom your Hx is +1 or less, mark an experience circle.


1) Additional incentive in the early game for PCs who may not know each other well to help anyway and later incentive to help not only when Hx is +2 or +3.  Missed helping rolls can drive plot.

2) My GM'ing technique tends to lead to slightly fewer rolls than some but I want character improvement to stay apace.

Apocalypse World / Rules Question - Marie's Pain-wave Projector move
« on: June 29, 2010, 12:19:08 PM »
In the extended play example on p156, after the MoC makes his grenade move and Marie takes harm, she sets off her pain-wave projector and does 1 harm area loud to Church Head, Whackoff, and Plover.  She "does it" but she doesn't have to roll for it.  Is that a mistake or did the MoC decide in this instance that she doesn't have to roll for it because he was already looking at them through crosshairs?  She's normally need some kind for roll there, yeah?

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