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Messages - Clinton R. Nixon

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Dungeon World / Re: After-Action Report
« on: January 09, 2011, 04:10:12 PM »
The other thing that was hard for the GM role in our game was that the consequences of not choosing a thing when a player succeeds isn't necessary apparent to the GM. When I pull a stunt, and don't choose "I don't take any damage," it isn't always apparent to the GM that I could in fact be taking damage. That's just a game aid issue, though, I think.

Some things might be a play-style clash. We didn't like that when you parley with an NPC, they choose when to spend your bonds, which means you may well not get what you want, even if you hold three bonds over someone. Letting the player choose how to spend the bonds worked better for us. We loved how parley works with other PCs, however.

I've not played enough AW to make further comments on the differences, but I had a good time, and that DW is really neat. I imagine if I played it a few more times, I'd get better at it, and have more substantive comments.

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