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Messages - ambayard

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1
Dungeon World / Re: Monsters - I am confused
« on: May 17, 2012, 03:51:31 PM »
This thread is great.

Azato: I share your confusion about Monster HP. It seems like a lot of the -- truly fantastic -- advice you're getting is in the vein of "make the fiction your priority, and don't let the numbers on the page limit you." And, that's great . . .

But, that may still leave you (and me) wondering what the point of the numbers are in the first place . . . If the fiction is the priority, why do we care how many HP the dragon has left? After all, the players don't actually see the monster HP number or the armor number, so if they have no idea how many HP the monster has left, why is it important for the GM to keep track? How does it affect the story? 

I don't know if this is controversial, but personally, I don't think Monster HP is all that important in Dungeon World. When a fighter swings his magic sword and takes a chunk out of a dragon, you could just as well jot down a note that says "dragon is wounded" and let that note inform your GM moves -- for me, if I track monster HP at all, it's just a shorthand for doing exactly that.

There is Player HP and Monster HP, but even though the term "HP" is used for both, they are really very different things. Player HP more or less reflects a PC's liklihood of survival, so ultimately, it's another resource that a GM can take away or manipulate in order to put the players in a spot or present them with an ugly choice (Does Bothar enter the burning building KNOWING that he only has 2 HP left? Dun Dun Dun!). Monsters, by contrast, are not making tough choices -- they are there to be challenges for the players, so Monster HP serves a different purpose -- it is really just an easy reference so the GM doesn't forget that the monster got rocked. 

I guess the idea is that if a player rolls a d10 and "does 8 points of damage," then that should mean something. And, there are probably lots and lots of people who would feel cheated if exactly 8 points of damage are not deducted from some fixed HP score. I don't see it that way. I just use damage numbers a guide -- 8 points would be enough to kill a fully armored dude in one hit -- so I react in the fiction accordingly. 16 points = whoa -- that fireball turns the attacking skeletons to black char and singes everyone's eyebrows. Conversely, if you want a dragon to withstand the fighter's best shot even though the book says the dragon only has 16 HP, go ahead, maybe your game's dragon has been working out more than the one from the book . . . :)

Anyway, that's how I think about Monster HP -- I hope this helped. 

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Dungeon World / Re: fictional positioning
« on: March 13, 2012, 06:50:12 PM »
Colin: That's really good. :)

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Dungeon World / Re: Is "say yes or roll the dice" part of DW?
« on: March 13, 2012, 03:34:55 PM »
Re: the "say yes/roll dice" issue -- Sage: your explanation makes sense to me. And, that's pretty much what I meant. The concept seems very much built into the rules as written -- but, yeah, not an extra thing to worry about.

It's like, if a player triggers a move, that is a per se important moment -- so you roll dice.

A.

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Dungeon World / Re: Is "say yes or roll the dice" part of DW?
« on: March 13, 2012, 03:26:39 PM »
By the way -- to me, the fictional action that makes Trap Expert happen is pretty much identical to the fictional action that makes Discern Realities happen. The character is poking around and looking for trouble. If the Thief is a Trap Expert and the thing he's trying to discern is the presence of hidden danger, then he should get to use Trap Expert where everyone else would use Discern Realities to attempt the exact same thing. The perks with Trap Expert are 1) it uses Dex (which presumably benefits the Thief) 2) the Thief gets holds on success instead of being forced to ask questions on the spot, and 3) the Thief gets much more specific information than a lay person.

A wizard could look for traps too. He'd use Discern Realities, and on a success, he might ask, "what should I be on the lookout for?" The GM would say, "watch out for traps!" The Thief with Trap Expert, by contrast, would get to know exactly where the trap is and how to deal with it.

I say this because, to me, it's not really EVER a compromise to make the Thief use Discern Realities instead of Trap Expert -- all that does is deny the Thief his fancy advanced move for no reason.

What do you guys think?

A.

5
Dungeon World / Re: Is "say yes or roll the dice" part of DW?
« on: March 13, 2012, 03:03:06 PM »
Sage: I'm surprised by your answer. I'm pretty sure Vincent Baker coined the "say yes or roll the dice" phrase, so I assumed it was incorporated into the DNA of the *W games. The idea certainly SEEMS to be part of the game with all the stuff about being generous with information.

Maybe it would be worthwhile to unpack what people mean when they say "say yes or roll the dice." My impression (and I could be wrong) was that it was more or less equivalent to "skip over the boring stuff" (e.g. uneventful travel).

In the Trap Expert example, the move only triggers if the thief is in a dangerous area -- if the area is NOT dangerous, then the GM would just say that -- no roll is needed (that's the "say yes"). If the area IS dangerous then a roll is required. If the thief is successful and uses his hold to ask about traps, the fact that there are definitely no traps in the area is valuable information. If the thief fails the roll, well then . . . I guess we find out what it is that makes the place dangerous. Dun Dun Dun!

No?

A.

6
Dungeon World / Re: fictional positioning
« on: March 11, 2012, 05:17:37 PM »
I think it would shake out like this:

1. Arrow cover to pin down goblins

I think I'd call this Parley. You have leverage over the goblins -- (if they rush your friend, they'll get lit up). And, you want them to do something (stay back). Somehow you have to make the situation clear to the goblins, so you're either using well placed shots to demonstrate your intentions or your just yelling to each other (a similar scene happens in the Clint Eastwood movie Unforgiven). Either way what you're doing is meant to be intimidating, so Roll + CHA. On a 10, they get it and stay back. On a 7-9, you have to give some concrete assurance of your promise to kill them. So, I'd say that you have to spend one ammo for an especially impressive shot/series of shots to really make your threat sink in. On a fail, you waste the ammo AND they ignore you and charge.

2. Swing Bridge Kick Fall

This where the GM makes the text book tell them the requirements or consequences and ask move. You say, "sure, but the dude might grab you and pull you off the rope or dodge your kick and swing at you like a pinata -- want to try anyway?" If the PC goes for it, then do Defy Danger as usual with either STR or DEX depending on which danger you throw at him. (Or just let the PC kick the bad guy off the bridge -- you warned that there might be consequences, but that doesn't mean that the consequences MUST come to pass. I'm fond of the occasional automatic win).  

3. Zombie Horde

I think this one is hard to answer -- it depends on your GM move and on the player's decision.

"There are numerous corpses shambling around between you and Bad Guy and the nearest one lunges at you WHAT DO YOU DO?" That's one thing.  

"You are overwhelmed by zombies clutching at every part of your body and you cannot possibly kill them all before they devour you WHAT DO YOU DO?" That's another thing.

Either way, what happens next is in the hands of the player. They might make any number of moves.

But, assuming they push through with sheer determination  -- knocking down zombies and trampling them. Then, yeah Defy Danger with STR makes sense to me.

In my view, the bottom line with all of this stuff is that your job is to make a GM move and their job is to make a player move (or decline to do so). You won't know which player move they are making until they make it. There isn't a "correct" player move. So, in your "use arrows to pin down the goblins" example -- I think that would be Parley (like I said) but only if that's what the player ACTUALLY SAYS. If the player just says, "I shoot at the goblins" then I'd call it Volley.

Zap,

A.

7
Dungeon World / Re: Non-Cleric/Wizard Spellcasters
« on: March 07, 2012, 12:33:55 PM »
So, wait -- what's the problem? First, Lex has been practicing cleric spells longer, so he's better at them than Octavia -- what's the harm?

More importantly, second, this will never be an issue because there aren't ever two paladins in a group anyway. So, at the player's option they will either have a high powered Lex or a lower powered Octavia. Who is Octavia "catching up" to?

No?

A.

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Dungeon World / Re: Custom Moves or Advanced Moves
« on: March 05, 2012, 11:55:53 AM »
noofy: Word. Let us know if you're ever in Colorado. :)

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Dungeon World / Monster HP
« on: March 04, 2012, 03:52:32 PM »
So, in the thread about custom moves, the discussion touched on the concept of Monster HP.

I'm curious about how different people think about this. Do you carefully track the HP of all of your monsters throughout a game? Do you just worry about it for the sake of a given encounter? Do you treat it as a guide but ignore it if the narrative calls for it? Do you chuck it all together?

I'd love to hear several different points of view -- in particular Quizoid since he's running the game that I'm in and noofy since noofy seems to have a very epic-fiction-over-slavish-number-crunching attitude.

I feel like there are many ways to go -- what are your thoughts?

A.

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Dungeon World / Re: Custom Moves or Advanced Moves
« on: March 04, 2012, 10:06:46 AM »
Good morning:

I don't know why I wrote 8 goblins. I meant 2 goblins. Anyway, even with two goblins, I understood the table's confusion. According to the GM, each goblin had 5 HP and 1 armor, so players were concerned that one sword strike -- even on the highest possible roll -- could not kill them both. They were thinking of every goblin as an independent entity with stats.

And, that's not a silly way to think. That's actually the most natural way to think. They were reasoning that "goblin #1 has stats, so goblin #2 probably has stats too." But, if I understand you, you're saying that one SHOULD think about goblins in a different way . . .

Sage had a great post in another thread about fighting multiple monsters where he described a room full of goblins as the environment and only the individual goblin who is up in the fighter's face as the monster who has stats. If we think about it that way (which I loved) then decapitating goblin #2 with a wide swing is just colorful description and not a mechanical issue because goblin #2 is purely fictional. The players can use the goblin filled room in their descriptions in the same way that the GM can use the goblin filled room to create dangerous situations without meticulously monitoring the stats of each jerky goblin.

I think we're on the same page. This forum is very helpful. :)

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Dungeon World / Re: Custom Moves or Advanced Moves
« on: March 03, 2012, 10:55:31 PM »
sage: Neat. I look forward to it!

noofy: I wholeheartedly agree with your post. Personally, I've never understood the need to be precious about monster hit points in the first place. (And I felt that way waaay back when I was playing 2ed AD&D) I'm inclined to say sure, kill both goblins. Heck, take out a dozen! Assuming it's consistent with the tone of the game, why not? It's not like the GM is going to run out of goblins. Frankly, I think that dealing damage to a monster always seems kind of silly in games where the GM has unlimited power to create the monsters. The players don't know how many hit points a monster has, and the characters wouldn't know how much life is left in a foe at a glance, so if the GM is the only one who knows the monster's hit points and the monster's hit points are not part of the shared story, why pretend that monster hit points even matter? If the hero says that his blade is slick with neon green blood as it protrudes from the goblin's back, then that should happen -- that's going to be better than "I rolled a 3" every time. I think dealing damage to monsters mostly just exists as a vestige of player vs. player war simulations  -- (and because it's fun to roll a d10.)

I think the converse is true too. There should be times when an enemy is so overwhelmingly Balroggy that the puny swords and spears the PCs carry should be useless no matter what they roll. 

That said, when there are mechanics for fighting and -- illusory though it may be -- players are getting the signal that their Hack & Slash Move is having a mechanical effect on the world because they are "rolling damage," it's counterintuitive to think that a character who is only capable of "dealing 10 damage" could possibly take out 8 goblins -- no matter how cool it would be. So, I understand why there was confusion at the table.


A.   

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Dungeon World / Re: Player vs. Player Hack&Slash
« on: March 03, 2012, 08:54:45 PM »
admutt: That's awesome. I think I like your idea better than mine, but here's mine:

1. Players can only take damage on their own move.

2. When you attack another PC, roll + STR

On a 10+ the other PC must Defy Danger to avoid your attack

On a 7-9 the other PC must Defy Danger to avoid your attack, but you are exposed to retribution and the other PC may deal his damage.

A.

 

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Dungeon World / Custom Moves or Advanced Moves
« on: March 03, 2012, 08:14:29 PM »
In our first game, the fighter swung his sword in a wide arc to gut two goblins at once. There was some confusion at the table about whether that was possible or if it was the kind of thing that a fighter might not learn until a higher level as an "advanced move." The GM decided that it was fine to let the fighter take out two goblins at once and we moved on. But, it got me to thinking . . .

I have seen posts in different forums about "custom moves." Basically a move for a situation that isn't expressly covered in the text of the rules but that the GM, nonetheless, allows a player to make (if I understand it right).

So, I wonder, when is something a "basic custom move" and when is something an "advanced custom move?"

Also, if anyone has any guidance for custom moves in general, I'd appreciate your insights.

Thank you,

A.

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Dungeon World / Re: Player vs. Player Hack&Slash
« on: March 03, 2012, 08:00:04 PM »
Theoretical. But, a few of the characters in our party could easily end up at cross purposes, so it could come up.

A.

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Dungeon World / Re: Player vs. Player Hack&Slash
« on: March 03, 2012, 04:36:16 PM »
Anarchangel: Thanks for the link. I like your idea and several others that have come up. This thread has helped me wrap my head around the issue. I've only skimmed Apocalypse World -- I'll delve into it more.

Noofy: Word. Ideally the players aren't all trying to game the system to kill each other more efficiently. :)

A.

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