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Messages - nilum87

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Apocalypse World / Southern Fried Names
« on: October 16, 2011, 08:54:17 PM »
An observance, for those of you who are interested in expanding the AW name list.

It turns out that the names of southern US foods are great for AW NPC names. A few examples.

Sweet Potato

Apocalypse World / Re: Play Aids Index
« on: August 03, 2011, 08:47:36 PM »
I had been working on this so it seemed like the right thread to post it.

A sortable spreadsheet with all the playbook moves listed by stat they use, what basic move they may modify, and what stat they may replace.

(Not so good with forums and posting files, so here's the Google docs version of my xls file)

Dungeon World / Re: Critique of AW
« on: July 13, 2011, 11:42:48 PM »
If the fighter does actually start beating the guy to get information? That's not a move (unless he stops and says "tell me what I want to know or I keep going," that's leverage). That doesn't mean nothing happens! The GM plays it out according to agenda, principles, and moves. Is the guy really willing to die over this?

Is he willing to  die for it? He's a hardened assassin, so I'd really want to let a move dictate that.

As for Parlay covering it: Yes you could argue that, and it's not much of a stretch. Manipulating with the threat of violence is a time honored tradition in my AW games. The Fighter, however, is not well equipped to do that by default, and has little mechanical incentive to do that if Str is highlighted.

A Gunnlugger, on the other hand, with Hard highlighted, can Go Aggro all day long to beat the tar out of someone for information (more or less). It was this discrepancy between AW and DW which caused the most questions.

As for XP, I appreciate that the team is looking into it, and yes, it is super easy to tweak that. The main question becomes, then:
Do we keep advancement (aka leveling) constant, like in AW, or do we make it multiplicative, as it is now. As is, it could take a considerable amount of time to advance at higher levels. May a hybrid system is called for, where it's (random numbers) 5 xp for levels 2-4, 10 xp for 5-7, and 15 for 8-10.

As for human's as monster. Human's can be far more interesting than monsters, in a different way. While a giant spider can tie you up in a cocoon, humans are cunning, brutal, emotional, horny, murderous, and all around crazy. Maybe a human guard can't use a poison stinger, or a flying dive attack, but you can bribe the, insult them, or lie to them. And if you must kill them then they need stats.

Do you see DW as capable of settings other than heavy on dungeon crawling?

Dungeon World / Critique of AW
« on: July 12, 2011, 07:35:14 PM »
I'll open with the main question I have:
Are we missing something, or are our play styles, philosophy, and what we want out of DW incompatible with the choices the designers made and the areas they chose to emphasize?

Also, I really have high hopes for this game.

Last night I ran my first DW game, with players who, while they had never played DW, had at least played AW once, if not dozens of times. In addition they have all played various editions of D&D in the past.

While we all had a great time, there were a few things which just didn't feel right. A few things about our (hastily) built setting.
A) The party was level 1 and had a fighter, cleric, and thief.
B) The setting became very urban intrigue, complete with an oppressive government and secret assassin guilds trying to kill a young boy for an unknown reason.

One of the things our fighter pointed out was that there are a decent amount of moves which are ripped almost word for word from AW. Not a bad thing, so long as they fit the theme of DW. What he felt the lack of, however, was GOING AGGRO. When they captured an assassin posing as a city guard, they all look at the basic moves, trying to figure out how they could beat the information they needed out of him, which doesn't exist (as far as we could tell) in DW.
The fighter had to resort to an inspired if slightly convoluted parlay in order to force the assassin to talk.

Another thing pointed out was that our average XP for the 3 hour session was 5 per player. Everyone felt a little bummed that they didn't level, especially those who were very used to the fast pace of advancement in AW. This feeling was compounded when we realized how much XP is needed for high level play.

I was being a little conservative in my calls on alignment XP. Should the DM be more liberal in handing these XP out, to speed up advancement?

Finally, why is there no human guard example monster? This isn't meant as a flip comment. Was this a choice to focus the game on dungeon crawling and killing monsters, rather than allow the game to head in the direction that we chose (intrigue), which it was not built for?

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