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Messages - watergoesred

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Dungeon World / Re: Disarming and other stunts
« on: September 20, 2013, 08:39:36 AM »
Cheers guys! Breaking the options down like this has helped me plenty, in both Dungeon World and Apocalypse World.

In the disarm scenario, I'd be looking at Worse Outcome or Ugly Choice, and could safely ignore the opt-out-ability of the Hard Bargain.

I find hard bargain works well when another PC or NPC suffers, either from the cost or from the danger not being defied. That's what I saw in the Apocalypse World examples that noclue quoted. And if you want to split hairs, the ugly choice looks like a straight up hard bargain to me, because Keeler only gets her hit (sneaking into Dremmer’s camp unheard) if she pays the cost (shoots the kid).

Okay, so this intrigued me. I spent some more time with the Apocalypse World move that Defy Danger is drawn from, Act Under Fire (Page 190-192). Here's the GM's offer of a hard bargain:

Roark’s hit, and Marie tries to drag him to cover. (On a 7–9, maybe I give her a hard bargain: she can get him to safety, but only if she takes a bullet herself.)

So that's clearly an offer that the player can opt out of, abandon Roark or take a bullet. But, clearly also not boring if the player chooses to opt out, cause there's poor Roark lying out there.

Here's an ugly choice:
Keeler the gunlugger’s taken off her shoes and she’s sneaking into Dremmer’s camp, armed as they say to the upper teeth. If they hear her, she’s fucked. (On a 7–9, maybe I give her an ugly choice between alerting the camp and murdering an innocent teenage sentry.) She hits the roll with an 8, so the ugly choice it is. “There’s some kid out here, huddled under this flimsy tin roof with a mug of who-knows-what. You think you’re past him but he startles and looks right at you. You can kill him before he makes a noise, but you’ll have to do it right this second. Do you?”

Given all that, in a scenario where PCs are acting to disarm an opponent, a hard bargain could be:
  • you can disarm the Gnoll without trouble (danger defied), but the mighty axe will fly lose and straight at the kidnapped son of the Countess (the cost). Do you?
  • to cleanly knock the Darkle blade from the cultist's hand, spoiling the sacrifice at a key moment (danger defied), you'll have to take your time to line the shot up, so there'll be no way to avoid the iron bull's charge so you'll be sent flying and gored into the pit of bones (the cost). Do you make the shot?

Dungeon World / Re: Disarming and other stunts
« on: September 19, 2013, 10:04:12 PM »
 I find it useful to clarify what the 7–9 options could mean because they didn't inspire me until I understood them. Like, I'd look at them when I had to say something and I'd be like "Let's see hard bargain, ugly choice, worse outcome... ummm, what's the difference... shit, what am I choosing between here... yeah, I'll just make something up..."

This is how I think of them.

Hard bargain: Pay this cost or don't defy the danger.
Ugly choice: Defy the danger but pay this or the other cost.
Worse outcome: This is the cost of defying the danger. Pay it.

So yeah, a hard bargain is a kind of an ugly choice where the choice is pushed earlier; avoid paying the cost by dropping the whole thing. You just walk away from the whole deal, so to speak.

Whereas with ugly choice, at least how I parse it, you're committed, knee deep; your choice is with which cost you're willing to pay. And you will pay a cost because it's too late, you're already committed to defying the danger.

And worse outcome, there's no choice. Defying danger hurts. Suck it up, princess.

Dungeon World / Re: 13th Age Icons
« on: August 23, 2013, 12:26:36 AM »
I don't know 13th Age much but I like what I've read of Icons. It seems to make the heavens a dynamic situation full of needy intervening gods.

Hack-wise, relationship points could be roll modifiers for a variant of Open Your Brain or similar. 1-point relationship could mean roll+1, or roll=0 if the base for the move was roll-1.


When you cry out loudly for a god's favour or intervention, choose a number of the following up to your mana with this god.
- You maintain your relationship with this god.
- You maintain your relationship with other gods.
- You keep your self-respect.
- You need make no great sacrifice.
Reflect your choices in how you describe your petition. The GM will then tell you if this god finds your petition favourable, your cause worthy and your need great enough. If so, you get what you want.

For Petition, player characters might start with 3 Mana to distribute among 2 or 3 gods. Unless they were the Cleric or the Paladin, where they'd could load all the Mana onto one god. And then maybe 1 mana per level or maybe mana as a boon granted for services rendered.

I can also imagine objects that grant mana for use in a petition.

Dungeon World / Re: Heritage Moves from Dark heart for all.
« on: July 01, 2013, 07:06:48 PM »
Very cool!

Dungeon World / Re: Dungeon World/FATE Crossover
« on: March 25, 2013, 04:31:07 AM »
Sounds like it could be fine crossover.  Really, FATE points are just another kind of hold.

Dungeon World / Re: My Display copy of Dungeon World :)
« on: March 05, 2013, 06:22:58 PM »
Dude! Bespoke goodness!!

No book agony; two books awesome—when it rains it pours!!!

Dungeon World / Re: Awesome Points
« on: February 17, 2013, 07:25:00 PM »
Hexabolic is using Awesome Points in his amazing game of World of Dungeons:

AWESOME POINTS. We're using Awesome Points from Old School Hack, offered pretty much whenever someone rolls a crit or does something awesome. I tried the Other Worlds approach of handing everyone two chips to offer to other players as Fan Mail, so we'll see how that goes. One Awesome Point can be used to heal 1 HP, grant a +1 bonus to a roll, or make a small narrative statement about the immediate scene, such as "there's a lantern hanging from a pole at the edge of the plaza" or "these chains have a lot of rust and might have some weaker parts." So far, nobody's used them for this last bit. They've effectively been using their Awesome Points as a pool, so long as the holder can narrate some way in which they're helping the person who needs the points. You can spend as many AweP as you like in a round.

Dungeon World / Re: D&D next inspired primary dice mechanic drift.
« on: February 02, 2013, 05:35:22 PM »
Check The Bureau AW hack.

In the Bureau, you roll two to four dice usually but the odds apparently don't differ dramatically from 2d6+modifier because you roll different die types (d4, d6, d8, d10) to emulate positive or negative modifiers. The motivation behind the hack is to make it easier for kids to play; they only ever have to add two numbers together, the highest rolled.

Might be worth a look. It has traits that remind of Dogs in the Vineyard.

Dungeon World / Re: Random Bond Generator
« on: January 03, 2013, 06:20:51 AM »
I was going to Abulafia to build this but someone beat me to it:

Dungeon World / Re: Some Questions
« on: November 20, 2012, 01:25:02 AM »
Alternatively, take a leaf from Black Seven about Noticed and Exposed tags.

When you infiltrate a place by stealth, roll+dex. On a 10+, choose 1; on a 7–9, choose 2:
- your infilitration is detected and the place is on high alert;
- you expose yourself to danger, either from physical defenses or guards or both;
- you don't get where you want to go;
- you leave traces of your presence.
On a miss, the GM will choose 3 or all.

If you're detected and exposed, then guards attack you. If you're detected but not exposed, they don't know where you are nor what threat you pose, but they're actively looking for you so it's only a matter of time. If you're exposed but undetected, then you take a difficult route in and put yourself in danger from falling or electrocution or whatever physical defenses the place has. If you don't get where you want to go, then maybe you don't get in, or maybe you do get in but end up somewhere you didn't expect or had wanted to avoid. And if you leave traces of your presence then maybe they know how you got in and where you went, or maybe they just know someone got in or maybe they know it was you.

Basically, no matter what, this move is going to snowball. What did you expect: you're going where the bad people don't want you to go, it's your own damn fault.

Dungeon World / Re: Ask questions - Cues, tips and tools
« on: November 18, 2012, 04:43:41 PM »
When describing, use "as if". Like "There are small grooves in the rock, as if something really sharp or heavy was dragged across it." These aren't adjectives, but they're concrete environmental details more than "grisly" or "harrowing".

Ask questions like crazy, but always remember this miracle phrase: "Yeah, you're almost right about that, except…"

NPCs are Locks
NPCs are locks that players can unlock by building trust and repour with them in conversation. What unlocking means depends on the NPC:


Keep three or less "key" topics that will unlock them. Something like: Cod Fisher - ask about his health, ask about his sons = reveals location of a new temple risen from the sea.

Check off each "key" after players engage the topic, unless they don’t converse for some time.

The 24 interesting conversation topics (depending on genre)
The latest news
Local area
Social life
Relationships / dating
Marriage and children Vacation
Public holiday
Leisure time
TV show

Dungeon World / Re: Ask questions - Cues, tips and tools
« on: November 18, 2012, 04:39:56 PM »
Quote from: Rickard link=
Through the years, GMing at conventions, I created a structure so the players can pick up these techniques really easy. First, I explain that what we are going to play is a roleplaying game, and it's all about bouncing the narrative between each other. The players are allowed to create things on the spot and I will make that happen by not describing the environment more than a word or two.

"You are all in a library, for example.", I say and then pointing towards a player. "What's in the library?"
"Computers", the player answers. I fill in with " ... and you can see people sitting there.". "You", I point at the next player. "What's more in the library?"
"A librarian", the player answers. "... but she is being busy with something at the computers.", I reply. I point at the third player: "Do you recognize someone in the library?"
"No, not really", the player replies and I continue with: "Because..?".
"Because I've never been to the library."

As you can see, with this exercise I both introduced The Three Words and that I ask questions. I point out that the players are allowed to create whatever they want, may it be relationships, things, places or whatever. I can always fill in with "and", restrict with "but" or sometimes give an explanation with "because" or ask questions. I repeat what I said in the exercise as examples for "and", "but", "because" and the questions while explaining this.

There are also three things I point out.
-- I wont describe details, because I want to leave that to the players to fill in. On the other side, the players should be fair and leave out the details when they narrate something, so I can continue adding stuff.
-- I'm not the only one who are allowed to add to the players narrations. The players can continue each others narrations as well.
-- I explain how the world works, but I will adjust if the players will start narrating silly or illogical things. They set the bar.

Questions are, together with The Three Words [and, but, because], one of the strongest narrating tool that you got as a GM. By asking questions, you add more wood to the fire, hopefully giving either inspiration or atmosphere. They can also give certain thinking patterns in the players. I never try to give suggestions to my players when they are about to solve a problem or wants to describe their character or the environment. Instead, I ask questions. I usually ask questions to introduce something that the players don't normally think of.

Are there any particular sounds?
Are you wearing something on your head?
Is there anything in the ceiling that you can use?
Was it something that happened between you and your friend?

You can also ask targeted questions, if you want to add atmosphere. So instead of saying "... and it's raining", you can ask if it rains. The players will most often go along with your question and answer yes, because you leave it to the players to decide. Try asking some targeted questions that really changes things like "Do you die from this?" or "Does she refuse you?". Ask these kind of questions when you want the players to elaborate or perhaps to surprise the players, taking a stance that they haven't thought of.

Dungeon World / Re: Ask questions - Cues, tips and tools
« on: November 18, 2012, 06:58:22 AM »

Provocative  QuestionsAnother good tactic, I think, is to ask for details about their stuff

When Adventurers Return•How did you get your (whatever item)?
•Where/Who do you get your basic supplies from?
•Where/Who do you get your specialist items?
•Who's your favourite race / monster? How do you get along with Xena then, when she hates them? What do you do when people want you to agree to their prejudice?
•Where do you live? Draw it on the map. Here. Really? How do you stand the smell / location / view? Why do so many people think your neighbours are crazy / untrustworthy / aloof? Why don't you move into a different place, there's bound to be one around here somewhere?
•Are you single or attached? Anybody on the side? Why is that? So last time Thorgrim was hitting on you, what did you do? Did anybody see? So why's the barmaid always giving you that look, or is it something else?
•Where did you get your clothes? Did you buy/loot/find/make them yourself? Are they new or worn out? How many people have tried to kill you for that fancy suit of armour of yours? The Innkeeper said Dumbledoor has the exact same Wizard Robes as you, what do you think of that?
•What do you do for fun, usually? Do a lot of people do that or you on your own? What happened the last time somebody tried to stop you, and who was it? You think that'll happen again? What happened when you were doing whatever it is you do for fun that you don't tell anybody about?

Grim Portents
•Bring up any setting element they name drop and ask about it over and over. Get different players' opinions on the same area or person or monster.
•You'll find the kinds of details you want when your questions ask about or imply bits of the world, or personalities.
•If you want them to fill in the world more, pick a place on the map, and just ask about their experiences there.
•What do they (monsters)have that you want?
•What do you have that they want?
•Where is the most treacherous / adventurous / frightening / reknown place that you know?
•O.K. so you're hungry / thirsty / horny / sleepy / wounded.... What do you do?
•The MacGuffin is all broken. Where can you find replacement(s) or repairs? Why is that such a bad idea?

•Have you two (players) ever gotten in a fight? Elucidate
•Who would you turn to in fix?
•Where do you see yourself in five levels?
•I don't know if you've ever fought / stolen / ensorcelled / negotiaed  anything from these guys, but if you had to pick, who's the most obvious option?
•What was the last thing they did to piss you off?
•They hurt you. How? Why?
•Hey, you know why. Tell us the reason they are coming for you, teeth bared.
•Its not safe at town anymore. Where do you go?
•Out of the bunch of them, one gives you a strong gut feeling. What is that feeling? Who does it pertain to?

•Everyone knows you’re [choose stat]. What do you do about that?
•What Move are you really drawn to? (another player) What does that say about them?
•What secret are you protecting?
•We all know you’re the [playbook]. What makes you so special?

Dungeon World / Re: Ask Questions and use the answers!
« on: November 18, 2012, 06:56:15 AM »
I'm mining for good questions at the moment and these are pure gold!

Dungeon World / Re: Doug's Dungeon Goodies
« on: November 06, 2012, 05:56:48 PM »
Looks cool, though I can only left side of the images you've posted. I'll check out the site! Cheers!

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