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Messages - Siguson

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brainstorming & development / Re: [Just Heroes: Redrawn]
« on: October 18, 2014, 03:33:23 AM »
Yep, it's been a while. I've run this a few times and it works pretty well. Here is a link to the latest and greatest:

brainstorming & development / Re: [Just Heroes: Redrawn]
« on: January 31, 2014, 05:06:55 AM »
I thought it might be neat to make MC guidance sheets with custom moves and other ideas for the villains and environments. I made something for Baron Blade and Megalopolis and added them to the end of the PDF (same link as before).

brainstorming & development / Re: [Just Heroes: Redrawn]
« on: January 19, 2014, 02:17:30 PM »
Excellent feedback. I've revised the playsheets accordingly. For Wraith, I borrowed the stunned tag from the Pulse playsheet. I'm looking forward to playing this as soon as I can assemble a team. I will let you know how it goes.

brainstorming & development / Re: [Just Heroes: Redrawn]
« on: January 19, 2014, 03:36:16 AM »
I've been playing a lot of Sentinels of the Multiverse and it occurred to me that we could play Just Heroes in that setting.

Here is a link to some basic playsheets I made for the Freedom Five:

I'll let you know when we've tried it out.

Monsterhearts / Re: MH in different settings?
« on: January 07, 2014, 03:21:28 AM »
I've run MonsterHearts in a Castle Ravenloft setting ("DungeonHearts"). We focused on the young monsters left in the village after their oppressive vampire lord was destroyed by some wandering heroes. We started in the common room of the village inn with a seating chart. Eventually we ended up going to the castle, but exploring and fighting monsters was just a loosely defined backdrop (like going to class in MonsterHearts) to the downward spirals of their messed up lives.

I've also done a time travel scenario. A plot device transports everyone back in time to re-live a critical week in their high school lives, possibly changing history. All the players need to do is act like an older person in a teenage body that isn't really theirs. Many people tend to play that way, anyway. I never ran it for more than one session, but the first season was going to be in the past and Season 2 was going to be in the alternate version of the present that they created in the past.

Some friends of mine are running MonsterHearts on a space station and in a zombie/slasher flick setting on Infrno, but I do not have the details.

The Regiment / Re: The Winter War
« on: January 07, 2014, 02:20:28 AM »
We played so much that I needed to make some advanced moves. Here they are, along with a few basic moves that I "Finned."  In the Winter War, everyone got the Ghost Soldier move (basically the same as the sniper's camouflage move). I took it away when we moved to the Continuation War because it seemed appropriate; much of the interesting fighting was not in winter and it seems camouflage was not as big a differentiating factor. As a consolation, I came up with the Finnish Moves.

Also, it seems appropriate that we're using a version of The Regiment that's as outdated today as most of the Finnish army was back then.

The Finnish Regiment: The Continuation War

In the transition from the Winter War (1939-1940) to the Continuation War (1941-1944), Finnish soldiers replace the Ghost Soldier Move with a Finnish Move of their choice. Also, the following additional advanced improvements are available:

Advanced Improvements
•   Get a move from the Special Training List that isn’t in your playbook
•   Get a move from the Special Training List that isn’t in your playbook
•   Get +1 to a stat you have not already improved (max +3)
•   Get +1 to a stat you have not already improved (max +3)
•   Get a promotion and a unit (i.e., a squad, platoon or company, as appropriate)
•   Change your character to a new type (exchange some of your moves accordingly)
•   Create a second character to play
•   Advance 4 moves from the Advanced Moves List
•   Advance another 4 moves from the Advanced Moves List

The Special Training List:
•   Soldier Moves: Comrade in arms, Spray & pray, Section 8
•   Officer Moves: Fire Support, Tactical support
•   Medic Moves: In Their Time of Need, Medic, Inopportune Target
•   Sergeant Moves: Inspiring, Battlefield awareness, Lead the way, Look out!, Not as bad as it looked, Veteran instincts, Form Up On Me
•   Commando Moves: Close quarters battle, Improvise. Adapt. Overcome, Explosives expert
•   Sniper Moves: Deadly Aim, Advanced Marksmanship, Forward Observer
•   Finnish Moves: Vittu Tata Paaska, Freedom to Roam, Talking is Silver, Vittu Siella Helvetin, Jaeger Training, Karelian Spellsinging

Finnish Moves

Vittu Tata Paskaa (F*ck this Sh!t)

Name your escape route and roll +battle. On a 10+, kippis (cheers), you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the GM will tell you what. On a miss, you’re caught vulnerable, half in and half out.

Jokamiehenoikeus (freedom to roam)

Roll +guts to reach somewhere nearly inaccessible to get to or away from something. On a 10+, you made it. On a 7–9, you get there, but take 1 stress (ignoring sisu) and are under fire in follow up actions, leave something behind or take something with you. This move is about brazenly surmounting dangerous obstacles like cliffs or mine fields.

Talking is Silver, Being Silent is Gold

At the beginning of a session, roll +tactics. On a hit, hold 1. On a 10+, take +1 Forward when you spend your hold. Spend 1 hold to appear at the scene of a battle or an important event, with all your gear, as long as your presence there can be rationalized. You may have been there for a while, but have had nothing important to say about it until now. On a miss, you start the game with something important to say (GM decides), but do not want to talk about it. If you do, take 2 stress (ignoring sisu).

Vittu Siella Helvetin Juhlissa Mitaan Saatanan Siinaa Tarjottu Jumalauta
(F*ck, There’s No Satan’s Booze Available at Hell’s Party Goddammit)

Swear profusely and publicly that you want a thing — could be a person, could be a service, could even be just a thing — take 1 stress (ignoring sisu) and roll +leadership. On a 10+, it shows up in your regiment for you, like magic. On a 7-9, well, people make an effort and everybody chipped in for you and close is close, right? On a miss, it shows up in your regiment for you with the devil’s strings attached. (Finns are known for bottling it up and not complaining until they explode. So when your compatriots see you explode, they realize you really must be hurting.)

Jaeger Training (Finnish: Jääkäriliike)

When you lead an action to begin a new engagement involving raid, recon, infiltration or ambush, your unit gets +1 to the operational effectiveness roll. When you petition up the German chain of command, take +1 to the roll. (Finnish Jaegers trained in Germany before the war and were basically the only Finnish commandos in their day. Their training was kept secret to avoid antagonizing the Russians. Also, there is the stigma of being associated with the Nazis.)

Karelian Spellsinging

You use folk-magic or similar means of divination for advice. Roll +luck to see what it directs you to do. On a 10+ mark experience and take a +1 if you do as your divination tells you. On a 7–9, take a +1 if you do what it wants and take 1 stress (ignoring sisu) if you don’t. On a miss, you divine something unusual and take 1 stress (ignoring sisu) if you don’t follow it. (Spellsinging is a Finnish shamanic tradition that involves chanting and sympathetic magic).

Advanced Moves


When you assault the enemy to seize territory or gain a tactical advantage, spend 1-gear and roll+battle. On a hit, you hammer the enemy with your weapon and seize contested ground under enemy fire as established. On a 10+, the GM decides if you push them back, force them to surrender, or if you gain an overlooking or flanking position.

Advanced: On a 12+, you don’t take enemy fire.

Covering Fire

When you provide covering fire, spend 1-gear and roll+battle. On a hit, you rake the enemy’s position with fire, giving friendly troops an opportunity; but, your VOF is reduced by one step. GM chooses: the enemy is suppressed or the enemy is pinned but finds cover and/or concealment. On a 10+, you also give the allies you cover +1forward.

Advanced: On a 12+, your VOF is not reduced by one step.

Hit the Deck

When you come under fire and hit the deck, roll +guts. On a hit, you scramble to cover and/or concealment, as established—apply them to whatever attack you’re facing now; but you’re also pinned. On a 10+, you aren’t pinned, just suppressed.

Advanced: On a 12+, you aren’t pinned or suppressed.

Push Yourself

When you need to push yourself through physical hardship, emotional trauma, or enemy fire, roll+guts. On a 10+, you keep calm and carry on. On a 7-9, you push through it; but you avoid a direct, honorable, or all-in confrontation with the problem at hand. Say how and why you take it slow, keep your head down, pass the buck, or cover your ass. GM says what it costs you: time, trouble, respect, stress, etc.

Advanced: On a 12+, you deal with the problem at hand in a particularly direct, honorable or decisive way. Say how and why you pick up speed, take on more than your share or act with proper Finnish humility. GM says what you gain: time, respite, respect, forgiveness, etc.

Combat Action

When you attempt a dangerous combat action, say what you’re doing and roll. If you do it... brute force, violence, or aggression, +battle. obersavation, wits, or maneuvering, +tactics. sheer nerve or luck, +lucky.
On a hit, you do it, taking fire as established. On a 7-9, also, you’re in a tough spot now. The GM will offer you a worse outcome, hard bargain, or ugly choice — concerning gear, stress, wounds, allies, exposure, opportunity, etc.

Advanced: On a 12+, you also do not take enemy fire.
This is the catch-all combat move. If a more specific move applies, use it instead.

Assess a Situation

When you assess the situation, ask a question about what the vittu is going on and roll +tactics. On a 10+, the GM will answer generously, including a few follow-up questions. On a 7-9, the GM will give you a straightforward answer. On a 6-, the GM will tell you something true, but incomplete.

Advanced: You also get +1 Forward toward dealing with your situation.


When you rally the troops before action, roll +leadership. On a 10+, hold 3. On a 7-9, hold 1. During the execution of the action, spend your hold 1-for-1 for you or a member of your team:
•   Keep your head down! Get 1-tough.??
•   You can do this! Get +1grit.??
•   Short, controlled bursts! Recover 1-gear.

Advanced: On a 12+, hold 4 and you can spend 2 hold at once (i.e., +2 grit, Recover 2-gear)

Help or Interfere

When you help or interfere with someone who’s rolling, roll +bond. On a hit, you give them +1 or -2. On a 7-9, also, you’re exposed to danger, retribution, or cost. When you help someone who’s in trouble, roll +bond and mark xp. On a hit, they can clear a condition, temporarily stabilize, or recover 1-stress. If you ignore a comrade who needs help, take stress equal to your bond and you both reset your bonds to 0. Normally, you cannot interfere with someone who’s in trouble; it’s just not done.

Advanced: On a 12+, they also take +1 Forward on their next move.

Blow Off Steam (Finnish)

When you use your downtime to blow off some steam, roll +moscha spent (0-3). On a 10+, choose two. On a 7-9, choose one:
•   Improve a bond by +1. They can do the same.??
•   You recuperate. Heal 1-wound.??
•   You relax and enjoy yourself. Heal 1-stress.??
•   You are not drunk at the start of the next scene or battle
On a miss, you gain little comfort; but, nothing terrible happens.

Advanced: On a 12+, choose three and you may choose the same option twice. If you choose “not drunk” twice, you gain the benefit of being drunk but not the penalty.


When you scrounge for spoils, roll +lucky. On a hit, you find gear or barter items worth smokes, depending on circumstances (usually 1-3). Or, if you’re scrounging an enemy position for intelligence, you find intel. On a 10+, choose two. On a 7-9, choose one:
•   You find it quickly.??
•   You find it without trouble.??
•   You hit the jackpot. 6-gear/moscha or major intel
Advanced: On a 12+, you get all three.

Will (Finnish)

When you impose your will, roll +leadership.
For NPCs: On a 10+, they will do what you want if you outrank them or promise to give them something they want later. On a 7–9, they will do what you want if you outrank them, but they will be bitter about it; if you don’t outrank them, they will do what you want only if you give them something they want now.
For PCs: on a 10+, both. On a 7–9, choose 1:
•   If they do it, they mark experience
•   If they refuse, they take 1 stress (ignoring sisu)
What they do then is up to them. On a miss, they turn the tables on you. Give them what they want, no strings attached, or feel guilty and take 1 stress (ignoring sisu).

Advanced: On a 12+, if it’s a PC, they take 2 stress if they refuse. If it’s an NPC, they will do what you want with no strings attached. Furthermore, you win them over and they become your ally. Choose what kind of ally they become:
•   ally: friend (impulse: to back you up)
•   ally: lover (impulse: to give you shelter & comfort)
•   ally: right hand (impulse: to follow through on your intentions)
•   ally: partisan (impulse: to pursue your interests in your absence)
•   ally: bodyguard (impulse: to intercept danger)
•   ally: confidante (impulse: to give you advice, perspective, or absolution.)

Petition (Finnish)

When you petition up the chain of command, roll+leadership. If you petition in person to a Finnish commander, you may spend 1 moscha to get +1 to the roll. On a hit, you find a contact who will try to make it happen if it’s at all reasonable. On a 7-9, the GM chooses a compromise:
•   You get something close.??
•   You get an old or “homemade” version of it.??
•   You have to go out of your way to pick it up.
•   You owe something in return.

Advanced: On a 12+, GM decides whether they provide something better, provide it more quickly than seemed possible, or make it permanently yours.

The Regiment / The Winter War
« on: September 06, 2013, 04:45:24 AM »
I'm planning to set a game of The Regiment in the Finnish Winter War. Here are some modifications and notes I plan to use. I hope the Swedes and Ostrobothnians out there take this in the light-hearted manner in which it was intended.

On November 30, 1939, the Ruskies (Soviet 163rd division) crossed the border between Finland and the Soviet Union and advanced from the north-east towards the village of Suomussalmi. The Soviet objective was to advance to the city of Oulu, effectively cutting Finland in half. Suomussalmi was taken with little resistance on December 7 (only two incomplete companies of covering forces led a holding action between the border and Suomussalmi), but the Finns destroyed the village before this, to deny the Soviets shelter, and withdrew to the opposite shore of lakes Niskanselkä and Haukiperä.

You are part of a regiment that has just reinforced the opposite shore of lake Niskanselka. Your main objective is to halt the Soviet advance. The Ruskies outnumber you 4 to 1. It is easy to count them because they are not wearing camouflage and they can’t ski. And those armored tractors with canons on top must be tanks. It is anyone’s guess why they are driving so many of them along logging trails in the middle of winter.

Choose a few secondary objectives from the list below. Each secondary objective is associated with one of the main ethnic groups of Finland. For each objective, two PCs should discuss how they are competing for that objective and invent something bad that will happen to them if they lose (Finns love to compete and are very creative about how they do it). Each of them marks experience when one of them wins the competition. Each PC should have one or two competitions. Details about each of the ethnic groups follow the list.

?   On Tavastian Time—locate and support a reconnaissance group that is taking too long to get back to camp

?   Cut and run like an Ostrobothnian---cut the Ruskie marching column along a logging road east of Suomussalmi

?   A Karelian Christmas Present—demoralize the Ruskies by attacking their field kitchens

?   Ask the Savonian—help a Savonian interpreter; he says he can tap into the Ruskies' phone lines (we think)

?   The Finlandssvenskar Plan—gather intel for the rest of the regiment from behind enemy lines

?   Tonight we are Laplanders—provide security for your kitchens and food supplies

Tavastians in Central Finland are salt-of-the-earth kind of people, reticent, stubborn, trustworthy, serious, pragmatic and strong. They are slow to get words out. They are slow to embrace change and slow to act. In fact, slow in every sense of the word.

Ostrobothnians in the west are the biggest show-offs. They are known for their vigor, explosive tempers and predisposition to using a puukko, a sheath-knife, to settle disagreements. If there weren’t any puukko fights and at least one death at a wedding, it wasn’t worth getting dressed up for.

Karelians in the south-east are the liveliest of the Finns. They are chatty, friendly, spontaneous and musical. Their dialect is frequently made fun of by other Finns because it makes them sound dim-witted. They like their food and have the best culinary repertoire in the country.

Savonians in the east are cheeky, witty and playful in a laid-back kind of way. They frequently use sayings, riddles, euphemisms and roundabout ways of expressing themselves. As it is impossible to get a straight answer to a question, the listener has to assume responsibility for the interpretation.

Finlandssvenskar (Finland-Swedes) are a Swedish-speaking minority inhabiting the coastal areas in the southwest. Of all Finns, they are the most sociable and community-oriented. Marrying one is like marrying a Finnish ice hockey player; you will be sharing your life not just with your spouse but with the rest of the team.

Residents of Lapland in the far north are known for their excessive appetite for reindeer meat, alcohol and sex. Considering the environment in which they live – the Arctic night lasting up to a couple months – you can hardly blame them.

(Much thanks to Wikipedia and the Xenophobe’s Guide to the Finns)


The Regiment
Designation: 27nd Infantry Regiment
Theater of Operations: Finland
Regiment Commander: Hjalmar Siilasvuo
Choose two strengths: inspiring, resolute, aggressive, cunning, honorable
And one weakness: aristocratic, inexperienced, modest, drunk

Your unit is Finnish
Operational Effectiveness:  0
Surplus: 2 supply
Sisu: 1

Choose 2 Advantages
•   Your unit was well armed by generous soviet deserters. When you attack, spend 1 gear for +1d.
•   Your unit contains a number of seasoned veterans from the civil war +1 OP
•   Your unit has some Russian speakers and friends across the border. Add surplus: +intel
•   Your unit has stolen some soviet materiel. Surplus: +1 supply
•   Your unit has access to horses, sledges and biplanes. Add +mobility.
•   Your unit the support of the best of the women’s auxilliary. Add: +lottas

And choose 1 drawback:
•   Your unit is comprised mainly of Tavastian farmers who can’t read this. Trouble: bumpkins
•   Your unit is comprised mainly Ostrobothnians, who exchange knives at weddings instead of rings. Trouble: hot-headed
•   Swedish merchants were supposed to flee *after* they unloaded your supplies. -1 Supply.
•   Your unit speaks many dialects, including Savonian. Trouble: incomprehensible
•   Your unit has been too modest to ask for replacements. Trouble: under-manned
•   Your unit has been on its feet since before the outbreak of war. Trouble: exhaustion

Company Commander
Major Matti Aarnio “Motti Matti”
Strengths: Flexible and choose one other: efficient, organized, experienced, calculating.
Choose one weakness: superstitious, lazy, manic, depressed, fatalistic, overconfident, drunk.

General Rules:

?   Instead of smokes, there is moscha (moonshine)
?   Instead of Grit, there is Sisu.

All Finns start with the Advanced move “get 1 Sisu.” But the Russians get tanks and bombers.

Add this to the list of options under “Blow Off Steam”
•   You are not drunk during the next battle

If you are drunk, take -1 ongoing but gain 1 Tough. If you want to sober up, try drinking some coffee and rolling in the snow.

All Finns start with the Ghost Soldier move, which is pretty much the same thing as the Sniper’s camouflage move (the Sniper should not take that move)

Ghost Soldier: When you hide from the enemy, roll +tactics. If you’re in a group, the person with the highest tactics rolls. On a hit, you evade detection. On a 10+, you also recover 1-stress.

Things that might be worth 1 moscha:
A Molotov cocktail
A care package from the Lotta Svard
A 240 page Russian Manual of Ski-Fighting (entertainment)
Use of a horse and sledge for a day
A blessing from a Karelian Spellsinger

brainstorming & development / Apocalypse Effect
« on: December 05, 2012, 03:37:35 PM »
Here is a link to the playbooks for a Mass Effect hack I've run at a few conventions. I also have some material for running the game that I will try to post soon.

The basic pitch for the game is below. It's set after Mass Effect 3. If you know the game, you will see that I made some assumptions about what choices were made during the trilogy. The assumptions make it easier to explain why the player characters are Spectres and are all together on one ship. Also, playing after the trilogy means there are fewer constraints about what can happen and less of a need for people to know the details of galactic history. This has been a boon for players who like science fiction, but for some unfathomable reason have not played Mass Effect.

"The Reaper War seems unreal now: cities burning, society in chaos, families set to panicked flight, the Citadel turning from the hub of galactic civilization to a corpse processing factory to a super-weapon that won the war. The legendary Commander Shepard united the galaxy like never before to destroy the Reapers. But, because the mass relays were badly damaged, the galaxy quickly fractured into isolated regions. Devastated by war and cut off from support, each system struggled for survival. From disintegrating families to the collapsing interstellar corporations, war has impacted every aspect of society. Two years later, the Council has repaired the mass relays and is determined to re-build what was lost. You are a newly appointed Spectre, a member of the Council’s Special Tactics and Reconnaissance branch, with extraordinary legal authority to restore galactic stability at any cost."

Monsterhearts / Our first game
« on: October 13, 2011, 06:48:05 PM »
I ran Monster Hearts for some friends who tend to play things in a very "over the top" style. We had a great time. Here is a summary I wrote just before our second game. The ghoul has been deliberately killing himself in bizarre ways. The infernal has been accumulating a lot of debt and then desperately seducing people so he can pass his evil onto them. Nothing bad could come from that.

We live in Devil’s Bend, somewhere in the mountains of western Oregon, where life sucks and the sun never shines. We call the poor trash living by the river “benders,” because that’s what they’re usually on. We go to Red Tail High, home of the Killer Bees. People meet up at the Beehive across from school sometimes. Sometimes they smoke pot out in back.
Abby’s a bender and a witch. A cheerleader chick, Candii, asked Abby to help her get her boyfriend Blaine back from Crystal. Blaine was with Crystal, then he was with Candii, but then it looked like he was going to get back with Crystal again. Anyway, I think Abby got together with Blaine. Candii was totally pissed so, with Max’s help, she stole Abby’s books. Then Abby gave Candii a monster period and made Max pee blood. Then Candii, Stephanie and Ms. Cross (the witchy Irish Heritage Club) kidnapped Abby and chained her up in the school basement. The scene got too hot before they could finish sacrificing her to Yogsloth, so they moved the action off campus to the Army Surplus Store. Actually, Yogsloth made Max move Abby to the van C&S used to take Abby off campus, but everyone thinks the girls hexed him into doing it.
Maxwell’s the transfer student who does favors for Demon Lord Yogsloth, who only talks to him through his toy chest. His family is totally button-down, so of course Max is a metalhead. Maxwell instigated a fight between the metalheads (Duane, Pierce) and the jocks (Ralph, Tyson). It looked like Tyson threw the first punch, so he got busted. Maxwell stole Abby’s witch books, but I can’t remember why. Did he do it for Candii? Then he made out with Candii and passed his evil onto her. Candii stole Abby’s books from Max as she ran out the door. Then Abby found her books with magic or something and took them back from Ms. Cross, who totally vowed detention on Abby. Oh, and Abby hexed Candii with a really bad period. Whatev. Maxwell also made out with Stephanie because she was there. Later, when they were fighting over Abby in the basement of the Army Surplus Store, Max beat Stephanie’s brains in with a hammer. And, at some point, Max got it on with Nurse Doddy, who ran screaming through the halls of the school. Nurse Doddy is now on "medical leave."
Lucien Michelle’s a freshman who wears slacks, so he's obviously a vampire. We thought he was lame until we had a party at his place, which is that awesome abandoned monastery. He has the best parents ever—rich and never at home. Lucy messes with people’s minds. He got out of computer class by threatening to out Mr. Tandy (who totally has a thing for Mr. Ross, the art teacher). He made 12 year old Bethany try to jump her sister, Crystal. Then he made Ms. Cross confess to pulling the fire alarm and being a lesbian, which we totally knew all along. The part about being a lesbian, I mean. Why did she pull the fire alarm? Then he made Maxwell’s dad go into the basement of the Army Surplus Store and decapitate the skinhead owner with a bayonet. Go Lucy!
Crystal is a varsity cheerleader, even though she’s only a junior. Her mortal parents run the Snoqualmie Chalet. Her “real dad” is the King of Winter. She’s dated everyone on the football team except Ralph, acquainting them each in turn with her cold, cold heart. She hooked up with Pierce when the band (Defiler) played at that barn that burned down. Then she got it on with him in, like, cottage 11 at the Chalet. When the Demon Lord Yogsloth made Stephanie and Candii take Abby under the Army Surplus Store, Crystal called her "dad," who totally kicked Yogsloth’s bloody, wormy butt all over the basement. Crystal almost died (as we know it) when her dad came around. Pierce was there with Crystal when it all happened, but he's not quite bright enough to figure out what really happened, even though he's in Yearbook.
Xerxes died last year in a car accident on his way back from a show. Now he’s back with a hunger for chaos. I think he hangs out with the metalheads and that band, Defiler (Duane, Pierce, Cavis). Xerxes started a fire at the Defliler show in the barn. This creepy stalker girl, Bridgit, stole his underwear and burned up in the fire with him. They woke up naked in the men's restroom at school, somehow. Now she’s a ghoul, too. They were totally eating a dead pitt bull and doing it in the Army Surplus Store when Maxwell’s dad walked over them, carrying a bayonet and talking about shear stress. They kept doing it. Now he has a hunger for flesh, too.

Dungeon World / Re: multiple attackers, multiple defenders
« on: October 07, 2011, 03:12:01 PM »
OK, so this sounds like sort of a Bruce Lee approach to multiple attackers; even when people are ganging up on someone, we assume that the outnumbered person moves around just enough so that no one is really attacking simultaneously or gaining any special benefits. The monsters tend to get in each other's way and so do the PCs. So maybe Folgyr swings his 2-hander in a wide arc to get Glim to step back (hack and slash) while Glimmer is getting a chair, then Folgyr backs up to pommel-strike Glimmer with a second hack-and-slash action (hopefully ducking Glimmer's attack).

I like it. It's easy to remember.

Of course, when Bruce did it, he did not even have to move around.

Dungeon World / Re: multiple attackers, multiple defenders
« on: September 28, 2011, 06:13:40 PM »
So, when 2 PCs gang up on 1 NPC it's possible for both PCs to be hurt in a single exchange, but when 2 NPCs are ganging up on 1 PC, the PC can only hurt one of the NPCs, no matter how good he is? This might seem unfair to a player, if that's how it works.

For the group rules, are you referring to the rules for gangs in Apocalypse World or something else, specific to Dungeon World? If Dungeon World has its own group combat rules, I can't seem to find them. Where are they?

Dungeon World / Re: multiple attackers, multiple defenders
« on: September 23, 2011, 06:17:48 PM »
Here’s a hypothetical example. Folgyr the Heavy Handed and Wevyl the Umber Mouse team up on Kurthos, the conciliatory Orc warlord. Are either of these options more legitimate, or should the DM be free to choose whichever one suits his fancy?

Folgyr: I lay into him with my mace (hack & slash). I hit with a 7 and trade blows with the Orc. I do 7 damage.
DM: … Kurthos apologizes and compliments your heritage as he connects with his axe. You take 6 damage.
Wevyl: I get behind the Orc and stab him (hack & slash). I hit with an 8. I guess I trade blows with the Orc, but… do I? He’s only got one axe, right? Does this mean he’s hitting both me and Folgyr at the same time?

Option 1
DM: Yes, he’s really strong and swinging his axe all over the place as he apologizes. Just getting close to him is dangerous.

Option 2
DM: No, Kurthos can only hurt one of you at a time. So you hurt him while he’s engaged with Folgyr. If you had hit with a 10, you could do the extra +1d6 damage and still not get hurt.

If Option 1 applies, is there anything about the warlord that could change to make Option 2 apply (i.e., if he only had a dagger or if Wevyl were invisible)?

Here’s another hypothetical example. Glim and Glimmer, the Orc twins, team up on Folgyr. Should one of the options below be the default response, while others only apply in special circumstances?

Folgyr: I swing my 2-hander in a broad arc in front of me. Can I hurt both of them? I hit with an 8. I do 7 damage.

Option 1
DM: You can only hurt one orc at a time, so you hit Glim for 7 damage. As you pull back for another swing, Glim stabs you under your arm for 5 damage. At the same time, Glimmer gets behind you and breaks a chair over your head for 5 damage. If you had hit with a 10+, you could have chosen to hurt one of them while avoiding damage from both of them, or hurt both of them while taking damage from one of them.

Option 2
DM: You can hurt both of them at once because that would be cool and your weapon is clearly designed for that sort of thing. You slash both of the twins for 7 damage. Glim stabs you under your arm for 5 damage. Glimmer staggers back, grabs a chair and throws it at you for 5 damage. If you had hit with a 10+, you could have avoided damage from both of them, or you could have done an extra 1d6 to one of them while taking damage from that one.

Option 3
DM: You cut Glim on the head for 7 damage just as he stabs you under your arm for 5 damage. While that’s going on, Glimmer gets behind you and tries to break a chair over your head. Roll Defy Danger. Incidentally, if you had hit with a 10+, you could have opted to take normal damage from Glim while avoiding Glimmer entirely (no roll to Defy Danger).

Obviously, the rules do not explicitly allow some of the things I suggested in these options. I'm not shy about making house rules and trying to think about what would be fair and what would be in line with the principles of the game. On one hand, it seems like fantasy is full of examples of heroes fighting 2 or more opponents at once and having a good chance of success. On the other hand, there are many other examples where even a strong hero is in big trouble when he's outnumbered 2 to 1.

Dungeon World / multiple attackers, multiple defenders
« on: September 23, 2011, 02:35:23 PM »
I'm not sure what to do when a character is fighting more than one monster at a time, or if multiple characters are ganging up on one monster and they all choose to hack and slash. There are many ways these situations could be handled, but it would be nice to see some official examples.

So, in that context, what does having your feet knocked out from under you really mean? Perhaps it sets up the DM to make a harder move if you miss your next roll, in the spirit of announcing future badness. That makes sense to me.

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