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Messages - SecretsLies

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Dungeon World / Re: Scare Me
« on: April 03, 2012, 06:27:15 PM »
Can you please expand on that thought a little? How does a DM handle those moves differently? I mean I thought there was only one right way, full truth and disclosure. Are you suggesting changing this to add tension and fear of the unknown?

After all, we all know true horror revolves around not knowing what is waiting for you in your closet or under your bed...


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Dungeon World / Re: Ranger's companion - ferocity?
« on: March 22, 2012, 05:17:19 PM »
Interesting, I made the same comment when I first saw a +2 stat with a +2 for companion. Making a miss only on snakeyes (2.8%).

I know I for one will not allow players to get better than +3 unless it is temporary and situational. Giving a +1 in DW is so much different than in a D20 system. The spread of rolls is small and bell shaped. A +1 affects rolls so much more. Have not read Beta yet, but I will be interested if there is inclusion of magic weapons (with pluses to hit). In my campaign, I prefer strange powers over dice modifications.

Glenn

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Dungeon World / Re: Actual Play Report - Malgore's Tower
« on: March 22, 2012, 01:36:07 PM »
oops mistake...

Carouse. So the players roll a 7-9 and opt to avoid difficulties because they have other plans. So they don't get anything "useful". Well first of all I want PCs to always meet NPCs and gain information regardless of the roll. Even on a 6, you're going to meet a NPC (the sheriff that throws you in the town jail for being drunk). And who is useful, if the story is unwritten every NPC is potentially useful, how do I know? So, yes, it is an interesting move, but I feel limiting and narrow. Do I really need a move to throw a party scene? Can't I have the conversation without the roll?

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Dungeon World / Re: Actual Play Report - Malgore's Tower
« on: March 22, 2012, 01:31:43 PM »
So let's get into a little of the nitty gritty and see your feedback.

The set-up, pc's have decided that someone they met is a person of interest and engaged with conversation eventually leading to a Discern Realities. I know from my front that this person is in disguise and works for the thieves guild.

So in response to the question of what here is not what it appears, instead of spilling the beans "Oh, they are in disguise, probably working for a secret organization" I would prefer hints and teases. "They said they were from this city, but their accent just doesn't jibe" or "You notice a perfume that isn't from around these parts but it reminds you of your time in <some city>" Teases and dangling hooks that could be followed up with more interaction if the players bite. Maybe nothing more from that specific interaction, but maybe the PCs should follow, or ask around. I think the move should lead to more story building and less being an end all to the current situation. In my form of story building I want answers formed slowly over time, I want a sense of mystery. I also like red herrings, and being told one must tell the truth and the whole truth seems to kill the sense of mystery and wonder. Or maybe I am doing it right by keeping the info limited to what would increase the interest of the story without divulging too much.

Carouse. So the players roll a 7-9 and opt to avoid difficulties because they have other plans. So they pick some information. Well first of all I want PCs to always meet NPCs and gain information regardless of the roll. Even on a 6, you're going to meet a NPC (the sheriff that throws you in the town jail for being drunk). And who is useful, if the story is unwritten every NPC is potentially useful, how do I know? So, yes, it is an interesting move, but I feel limiting and narrow. Do I really need a move to throw a party scene? Can't I have the conversation without the roll?

More later, back to work, and thanks for your indulgence

Glenn

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Dungeon World / Re: Actual Play Report - Malgore's Tower
« on: March 22, 2012, 12:32:52 AM »
Greetings!

I am the DM for Secrets and Lies. I will not add to the story side for now, but add a little behind the scenes adventure creation so that I might get some positive feedback.

Secrets and Lies was a campaign idea I have had for years. When explained to my players that I wanted an organic and story driven game, we decided to opt out of D&D (which we are all very familiar with) and try DW. It was an open enough architecture for me to feel like I could accomplish what I wanted to do. I had planned on trying to completely hack 4e, but we thought it would be too much work to get what I wanted.

I am very happy with the story creation mechanics and I think we all feel we get maximum benefit without tons of prep. No stat blocks!

Agenda was right on, but I added my own principles to keep me on track and true to the vision I had of the campaign. They include:

High Fantasy - Fantastic and Wondrous World
Secrets - Discovery of the hidden (for both GM and players)
Lies - Discovery of "truths" being false
Complicated behind the scenes dynamics
Rich NPCs with mysterious motives/allegiances
Multitudes of organizations; secret societies, fraternities, orders and companies
Unpredictable magic with hidden natures
Grey morals and lots of hard choices.
Mentors, masters, and apprentices - All knowledge has a price
All skills, abilities, powers, etc. will be gained and learned in play

What I didn't want was what I don't like in D&D, where players choose their powers and items from menus that are motivated by power creep and not by in game organic growth. DW has done a good job so far of meeting my principles.

Malgore's Tower was written before I really understood DW. It really only had one front and that was the imp in the library. His motivations were very complicated and there was actually a lot more going on than the players knew. Depending on the PCs interaction with him, things could have turned out any number of ways. It was unwritten and the PCs "wrote" the conclusion. I liked this very much and it started a chain of events that may continue for quite some time hehehe

So my slight gripe. I don't like Discern Realities. I think it is too powerful for a game that revolves around Secrets and Lies. Because of this I will be vague. I don't want a die roll deciding what could be better played out in roleplaying. Interactions with NPCs, if done right, should make the move unneeded imho.

I also almost feel like some of the moves are made to fill space/time for someone that maybe doesn't find interest in playing things out. Examples Carouse and Undertake a Perilous Journey. They just seem awkward. Maybe I just need to modify to fit my wants, or just not use them when I would rather just roleplay through them. Anyone else have good feedback for these concerns?

Otherwise I think we are very satisfied and look forward to future refinements.

-Glenn

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