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Messages - sage

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Dungeon World / The Other Places To Talk Dungeon World
« on: September 25, 2013, 10:44:22 AM »
Short version: you may find more active discussion on the Dungeon World Google+ Community:

Or the Dungeon World Reddit:

Long version: when we first started DW we created a forum here like every other hack. It was great for getting started, but at this point it's a bit of a pain. Especially when we attract so many new users, who Vincent then has to approve. Meanwhile, the Dungeon World Google+ Community has grown like crazy and has dozens of new great posts every day.

So, feel free to post here—we're still watching, and this forum will remain open. Just know that the Google+ Community is the most active dedicated DW discussion, and that you we also regularly read and respond to threads everywhere from to Reddit.

Dungeon World / Re: The Codex is broken?
« on: September 19, 2013, 02:00:08 PM »
It got spammed and we went over our quota. My current gut feeling is that enabling more quota isn't needed and we can live with it being down for the rest of the day (daily quota reset) but if this continues to happen I'll up it.

Dungeon World / Re: Availability of Print version?
« on: August 09, 2013, 04:52:10 PM »
At this point just about any retailer should be able to order copies from Alliance, our distributor. Your friendly local game shop probably knows Alliance, they can get DW from them.

Dungeon World / Re: Availability of Print version?
« on: July 08, 2013, 12:57:22 PM »
We're expecting print copies to be available in August, stay tuned.

Dungeon World / Re: Availability of Print version?
« on: May 28, 2013, 06:35:33 PM »
We're looking at that now. The only things we might change are typo-level stuff, of which we've found a few. This is definitely not a "second edition" in any way. Not even really errata. Just "oh, duh, Sage can't type.

Dungeon World / Re: Availability of Print version?
« on: May 28, 2013, 05:03:56 PM »
2-3 months. We have to get our contract with Alliance in place so we don't have to ship them to my house, then reship them to the distributors. That should happen in the next few days, at which point we can tell the printer to get started. They'll take a month or so, plus shipping time. Then time from the distributors to the actual stores/your address.

Dungeon World / Re: Availability of Print version?
« on: May 28, 2013, 04:49:59 PM »
I just shipped IPR our last two boxes today. They may or may not be able to take more orders once they have those (they may need them to handle outstanding orders).

Dungeon World / Re: Availability of Print version?
« on: May 09, 2013, 11:55:36 AM »
We have 40-ish more copies headed their way, then DW is officially Out of Print for a month or so while we get another two thousand copies.

...I can't believe we're looking at another 2,000 copies!

A few things:

First of all, they're always spouting lore about a thing (a concrete object or specific idea) not just "Tribes and Towers."

Then, the GM asks "so how do you know about <the thing you're spouting lore on>?" That narrows it down quite a bit. Does the thief really know about arcane creatures from the deepest depths?

Then, even if they trigger the move, they're always taking a risk. If they get that 6- result, something goes wrong. The GM gets to make a move. Is it really worth that risk?

Lastely, standing around and thinking for too long is likely a golden opportunity to the GM to make trouble. You can't just stand around a dungeon thinking and assume nobody will notice.

Dungeon World / Re: Stun Damage?
« on: May 02, 2013, 10:03:16 AM »
Stun damage means you're stunned. That probably means doing anything too complex is defying danger, the danger being "you're stunned."

GM: "While you're trying to talk your way out of the bandits, you don't notice the one circling around behind you, who blackjacks you right in the skull. He's just trying to knock you out, so it's stun damage."
Player: "Gah, okay, I draw my sword and run him through."
GM: "Well, your head is spinning, and your arms are kind of heavy, you've got to defy danger to keep it together. On a 6- you'll probably pass out."

Dungeon World / Re: Looking for a .pdf of the monsters in the Codex?
« on: April 05, 2013, 12:52:52 PM »
It's on my list of features I'd like to do, but not implemented. The codex code is open source, so maybe someone else can do it!

Dungeon World / Re: HTML character sheets
« on: April 03, 2013, 12:14:13 PM »
I've dreamed of doing this, but my HTML design skills are weak. That's amazing!

Dungeon World / Re: rule question about invisibility
« on: March 28, 2013, 04:38:17 PM »
Sure. The wizard is his own ally (unless there's some weird mind control going on or something) and he can touch himself.

Dungeon World / Re: Invent new Spells
« on: March 26, 2013, 05:30:58 PM »
Wizard: I'm going to use this place of power to craft a new spell.

GM: Okay, tell me about the spell

Wizard: Well, it's a bolt of lightning from my fingertips that strikes the creature it hits dead and can never miss.

GM: Hmm, okay, well the best you can manage is a lesser version: a 5th level spell that does damage like a fireball to one creature and stuns them momentarily. Drawing on the place of power gives you the raw energy, but you'll need a creature of electricity to aid you in the research. An elemental will be best, but even a few lightning-struck villagers will be fine.

Dungeon World / Re: Invent new Spells
« on: March 26, 2013, 12:30:03 PM »
Making up new spells is an awesome idea!

Most spells don't have different effects on 7-9 vs. 10, so I'd think of lightning bolt as just a different effect than fireball. Stunning them seems likely, and there's always the classic area of effect vs. single target difference.

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