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Messages - Nitrosyncretic

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Dungeon World / Re: Dungeon World on Snail's Pace
« on: October 20, 2012, 03:39:09 AM »
I'm interested and waiting for Snail's pace to approve my registration.

How frequently will you wanting moves?


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Dungeon World / A difficult shot--possible but unlikely
« on: September 25, 2012, 10:38:30 PM »
How does one handle difficulty of an action in DW?

In one scene, the charcters were rushing to stop an ogre from cranking up a drawbridge. The theif declared that he threw a rock aimed at jamming the gears of the crank. I allowed this and he got a clear success.

I didn't think much about it until after he succeeded. If I had been playing any other game, I would have put major minuses on this action. He had no special moves applicable and it seemed possible but unlikely.

What would be the best way to handle this in DW? I wonder if there's a general rule of thumb. I can think of other examples -- like jumping a chasm that is just wide enough to challenge a long jumper.

 

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Dungeon World / Re: super dumb combat question
« on: September 05, 2012, 02:04:46 AM »
Scrape, I think your explanation misses on option. I'm new to the game but I think the player may choose not to address the threat at all. In this case, as i understand it, the GM can just deliver a hard move.

The following is AP from the first game I ran:

GM: The princess orders the two guards to grab you.
PC: I kiss the princess and slip the keys off her belt.
GM: Roll tricks of the trade.
PC: 10!
GM: You get the keys without anyone noticing. The guards grab you.

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Dungeon World / Re: Basic and Advanced Moves Table
« on: September 04, 2012, 10:39:08 PM »
Great summary! Thanks!

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Dungeon World / Grabbing to immobilize
« on: September 04, 2012, 05:45:17 PM »
I had a moment in the first game I GMed where a thief ignored guards who had been ordered to grab him and pickpocketed another NPC for keys. He got the keys with a roll, then I said "Two guards grab you."

On his next move the Thief declared he would try to slip free from their grasp. We decided this was defy danger with DEX. He rolled and got an 10, so I ruled he slipped free from both captors.

I felt this was too easy! In my mind the two guards were tough and had a good grip on him because he had been totally engaged in pickpocketing. I know that it's against the intent of the rules to give difficulty modifiers, but I wonder how else I might have made it more difficult. I can think of several possibilities I could have taken:

1) disallow the escape, just as a Hand weapon cant attach at Reach range.
2) give him -1 ongoing until he escapes.
3) up the consequences of failure.

What would you have done?


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Dungeon World / Re: Animal Companion
« on: September 04, 2012, 05:37:57 PM »
Thanks for the advice! Here's what the situation was: the party had just encountered a drawbridge across a chasm in the dungeon. The platform on the other side held four archers and a large jailer cranking up the drawbridge. The ranger sent the wolf to jump the gap between the corridor and the rising drawbridge, then attack the guy cranking the bridge.

I gave him that in one move -- wolf over gap to interfere with the guy raising drawbridge. Then I described how the jailer picked up a huge club he had leaning against the wall and asked the players "What do you do?" Some other players acted and when it got to the ranger he shot another target. I declared that the wolf took a blow but then we had a discussion about how that worked.

Thinking about this now, I allowed several players including the ranger to take moves before I made my next move. Because there were archers also involved, I think I would do it differently next time--let fewer players move before I brought a hard moves. Just learning how to pace the alternation of player and GM moves was a factor that made this feel awkward. I mean that I understand that the turn taking is not strictly alternating one for one between player and GM. I think my impulse was the right approach, it just felt strange.

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Dungeon World / Animal Companion
« on: September 03, 2012, 06:56:00 PM »
How do you experience DW GMs run the animal companion?

In the first game of DW I ran, the ranger sent his wolf, an animal companion, to go attack an NPC while the ranger did something else. The animal companion move didn't list any stats for the companion.

As it happened, I just fudged some narration about the result, so I didn't have to figure out a dice roll. The wolf did take hit point damage though and I fudged that to because there's no stats for animal companions.

So

1) How does an animal companion attack separately from its master? What damage does it do?

2) How do I apply hit points when they are scored against the companion?

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