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Messages - leathermartini

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Dungeon World / Re: Ranger - ammo and moves
« on: October 14, 2012, 07:51:06 PM »
On the ammo questions, you only mark off ammo if the Move/GM tells you to do so. (On a 7-9 on Volley, you can choose to mark off ammo if you want. On a miss, you might lose ammo. There are other ways this might come up.) Ammo and weight was an issue in the pre-release pdf from back in August. I have not had time to dig through the latest pdf to see if it's been addressed (basically it was horribly inconsistent between shopping, the Ranger, the Thief, and other places).


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Dungeon World / Re: Cleric healing the whole party between "encounters"
« on: October 02, 2012, 09:46:53 PM »
Perhaps something like:
You heal your party, but your God exacts some cost from each of them.
Something like each of them getting -1 ongoing, bans on certain actions (lest the healing be undone), or something like that?

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Dungeon World / Monsters in spreadsheet/database format
« on: September 13, 2012, 11:24:48 PM »
Is there a chance someone has the monsters in a spreadsheet or DB file? When I ran at Gen Con, I manually picked a few of the monsters and made index cards with their stats. I'd like to do a mail merge to get all of them into something like that. I'm staring at the .xml files and not finding a way to import them easily into such a thing, but the formatting looks like it should be possible.

Before I beat my head on a wall for a while trying to do this, has anyone already done it? :D

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Dungeon World / Re: Spend XPs to turn miss into a 12
« on: September 11, 2012, 02:53:37 PM »
Further, failure in AW games is interesting, success is not. Generally speaking, a 10+ result is the most boring result in the fiction. (<i>I cast Magic Missle. <b>rolls</b> Eleven! A blast of energy shoots from my hand and does X damage.</i>). AW-games make failure and partial success far more interesting than the typical games "You miss".

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Dungeon World / Re: Spend XPs to turn miss into a 12
« on: September 10, 2012, 08:03:47 AM »
I heard that monster of the week has some sort of similar luck mechanic, but I don't know how it works.

MotW does have a Luck mechanic, but it works a bit differently. You have a pool of Luck points which can do a few things when you spend them (mitigate all damage from a source, turn a roll into a 12, maybe one more thing, I don't have them in front of me). That said, you have a finite number of Luck points (7?) and it is very, very hard to add more to them. (One play book as an advancement (5 xp) that does it. I think there is some sort of "campaign arc" level advancement that allows other playbooks to do the same thing.)

With XP being -more- common in DW, I would be reluctant to let players buy out of a miss for 1 xp (even though that's effectively 2 xp, since they're giving up the one they would have gained plus spending one). That feels very cheap. I've not run into a lot of misses, at least not a lot that completely hosed people. I might raise the price a bit (4?, that would put it in line with MotW for number of points by making it effectively 5).

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Dungeon World / Re: Perilous journey & recruit tweaks
« on: September 09, 2012, 09:22:41 AM »
I like this as well. In the sessions I ran at GenCon, there was a lot of "okay, everyone with a positive WIS is doing something... Now... which role does our Thief with the -1 WIS do?" I mean, I liked that it made the trip <i>feel</i> dangerous. But if the group had these same problems every time they went somewhere, they would have starved by now...

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Dungeon World / Re: Confused and need help
« on: August 21, 2012, 06:38:48 PM »
The GM makes moves mainly in three circumstances:

1) the player(s) are not making a move. The orc charges. None of the players react.. The orc stabs the wizard.
2) the players roll a failure (6 and down). The fighter tries to Hack and Slash but misses, and leaving her side open the the ogre's club.
3) the players roll a 7-9, however the moves here may more limited and may occur only at player choice.

It doesn't sound like a lot, but it certainly gave me more than enough chances to shape the games at GenCon.

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Dungeon World / Re: prerelease comments / observations
« on: August 21, 2012, 02:03:10 PM »
The Thief move Trap Expert, p.128, calls for a roll+DEX.  Which strikes me as odd, since the move allows you to perceive and determine more about the environment, which would usually call for +WIS or +INT.  I mean, I can kind of see how you could justify it as the Thief walking around and poking everything very dextrously to figure things out, but I wonder if that was intended.

I suspect this is to prevent "attribute creep" where a class slowly needs a longer and longer list of atts to do everything. But that's just a guess.

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Dungeon World / Re: DW for 7 players
« on: August 21, 2012, 02:00:45 PM »
One of the games I ran at GenCon had 6 players in it. I found it a bit more difficult to keep all the players active in the scene than with 5. This said, it might have been the 11+ other games going on in the same room. (Games on Demand was very popular. The times I was GM'ing back-to-back, I would typically have a full DW game waiting for me while wrapping up the previous one.)

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Dungeon World / Re: Gen Con 2012
« on: August 21, 2012, 01:55:04 PM »
I'm the GM from that (and several other) GenCon games.

I ran a total of I think 6 sessions of Dungeon World at Games on Demand. (4 Friday, 1 each on Sun/Sat, but they kind of blur together now.) All but one used a similar start (orcs/ogres attacking the town to steal all the ale just before the town festival for their own purposes). Things went their own way from there, but most were similar to what dodonna just described.

I had a blast running the system despite having to talk over 11+ other tables of gaming in the same room. I had made some pre-gens, but was running out of them by the end of the Con, but doing a full char gen didn't seem to take nearly as much time as I had feared it might.

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Dungeon World / Re: Pre-Release Character Sheets
« on: August 13, 2012, 09:25:05 AM »
I like them, but a few have some of the moves' text pushed into the bottom border. (I suspect some of this will be cleared up in final editing. A specific example would be the Cleric, iirc.)

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