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Messages - -t-

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Dungeon World / Re: Low fantasy/magic?
« on: March 27, 2013, 04:58:27 AM »
There's a few things about the first post I don't understand.

You want a low fantasy setting, but it should still have magic in it?

Where does the magic come from? If you answer: "uh, some deity or demonic forces, I guess" then its pretty much a far step away from low fantasy to high fantasy, as it gives reason to believe that there are a bunch of gods and demons strolling about, dealing out magical powers on a whim.

Limiting the magic doesn't really make it less fantasy, there's still magic and it must come from somewhere.

European academics in the 16th century developed a discipline called Demonology, where they studied how witches gained magical powers and from what sort of demonic forces it derived from. Sex with demons is a common way of gaining powers. Being born half human and half demon is another good way of possibly do something magic. Naturally we think of these demonologists as kooks today, but their fear was real at the time that something unnatural was going on in the world. Demons everywhere, the end of the world is nigh! This is a low fantasy setting. The belief that there is something terrible going on, witches everywhere.
And don't forget all the rituals the common people must do to avoid bad luck or what have you! Throwing salt over the shoulder, having silver in the baby's crib, hanging up horseshoes above the door, these sort of small things, they are all linked to the belief of magic.

Dungeon World / Re: The Online Monster Builder
« on: March 27, 2013, 04:29:19 AM »
Then just add Messy if it seems right for you!

The rules are guidelines, not traffic rules where you might die if you do something wrong.

Dungeon World / Re: XP For Failing
« on: March 27, 2013, 04:25:16 AM »
You hit level 11 and must resign your character. QQ

Dungeon World / Re: Invent new Spells
« on: March 27, 2013, 04:23:10 AM »
+++Souldrain+++ Lvl 5
Nasty shadowmagic.

You can choose to either curse the target or do damage straight away. When your target dies, either if it was cursed first or dies from the damage from Souldrain, gain one Soul. Spend a Soul to heal yourself 1d4+1 or add 1d4 damage to your next Souldrain spell. Souldrain does 2d6 damage when used as a damagespell. As a curse, it lasts until end of combat and adds +2 to damage rolls against the cursed target.

It can be described as all the shadows around the target suddenly move into the target, then rapidly forms a bridge between the target and caster before returning to "normal". Shadowmages can also stir something that lives in the shadows with careless use of the dark arts.

Dungeon World / Re: Rope User Compedium Class
« on: March 26, 2013, 04:00:06 AM »
Instead of Spelunking Warrior;

+++Captain Lasso!+++ (or whatever else that fit)
You can easily ensnare enemies with ropes within close and reach range. Roll+DEX.
10+: all your opponents within reach range are tied together, making a bundle of trouble for them! Pick two:
*All allies take +1 forward when attacking the tied up opponents.
*All allies does an additional d4 damage towards tied up opponents.
*Take +2 forward on the next Defy Danger in this combat.
*Disarm the opponents of everything in their hands.
7-9: You manage to lasso one opponent. Pick one of the above options.
Miss: Ops! You get tangled up in your own ropes! The GM can be inspired from the options above to make trouble for you or your allies.

Dungeon World / Re: Rope User Compedium Class
« on: March 20, 2013, 05:45:02 AM »
I'm a bard ropemaster, I can make a trumpet knot and use it as my instrument.

Which of these knots do you use to fetch a pocket plane?

I can sort of see the damage potential if you use a rope to first make a monkey hand knot, preferably with something nasty inside the monkey hand, like a rock or small piece of metal, then swinging the rope more or less like a ball&chain.

Another way to hurt someone with a rope would be to trap them with the rope and yoink really hard! Maybe you dislocate a shoulder, make them fall over, fall on the face, choke them with a noose... It seems very gimmicky and not exactly technical efficiency. Unless you have a magical rope, I think it would be very hard making it work.

"I'm the master of ropes! Fear me!" *lots of tricks, making knots and being a show off*

"Cool". *fires crossbow*. Just like Indiana Jones ;)

Dungeon World / Re: Monster Factory
« on: March 14, 2013, 10:36:12 AM »
Need more monsters! MOAR!

Clever bastards, group, magicians.
Instinct: To experiment and sacrifice to appease the dark gods.

d8+1, 9 hp, 1 armour
+Shadowspells. Near.
Use shadows to suffocate, blind, bind, disarm.
++Can drain life for half the damage to heal the shadowmage.

Dungeon World / Re: The Dashing Hero (new playbook)
« on: March 07, 2013, 03:09:44 AM »
I don't get it. Isn't this just what a bard can do?

This looks like a bard, only with less instruments.

I quite like the artificer you made, that one filled a hole in the game.

Dungeon World / Monster Factory
« on: March 05, 2013, 05:10:47 AM »
The lab is ready, the drooling, hunchbacked assistant is ready, the stars are right: Lets create some awesome monsters!

Here's a funny zombie:

+++Carneomancer's pet zombies+++
Group, drooling, foul stench, you know, much like the usual zombies.
D6, 11 hp, 1 armour.
Here's the extra fun:
+On low hp, followed by a character's miss: Corpse explosion! The zombie(s) explode in order to make short work of their opponents! Bits of zombies and bones fly everywhere! Other dead zombies also explode!
+Corpse explosion: (1d6 x nr of nearby zombie corpses) +1, near, piercing 1.

Dungeon World / Re: My Display copy of Dungeon World :)
« on: March 05, 2013, 03:13:48 AM »

This gives me an idea. A friend can bookbinding, I can write gothic... ??? = Profit!

Dungeon World / Re: Some new races
« on: March 04, 2013, 05:37:54 PM »
Nice! I like the paladin and cleric much better now. The wizard, I was thinking about doing what you propose, maybe its the right thing to do.

Maybe its the wizard that could Parley and alter minds, but with Int instead of Cha. Its sort of the same thing though, either Charm or Enchanting Voice, you still end up screwing up someone with chatting. Casting Charm as cantrip should work.


Dungeon World / Re: Custom Move critique
« on: March 04, 2013, 06:40:16 AM »
I think it is fun to have some special moves for the monsters that are activated by the character's failure, as that sort of opens them up for a nasty attack that fits with the fiction of either the character's move or something special about the monster.

Like a gorgon (like Medusa), that petrify people with a glare. When does this happen? What other attacks does it have? To make it simple, I wanted it to Death Glare whenever the players rolled 6-, otherwise it would attack with spells from range or use its tentacles in melee. Death Glare: Pick one of your limbs. It is now stone!

This way the players know something really bad will happen if they screw up and will aid each other to try avoid becoming statues (or some other bad stuff).

The trick is to not have too much of this, since the players need to gain xp by failing. It can be interesting for a "boss-fight" or similar.

A monster I used this last saturday was a Plant Zombie. It attacked with long claws, like branches. When the players rolled 6-, it ensnared them with roots and vines. It freaked them out and they didn't want to know what it would do after they got ensnared!

roleplaying theory, hardcore / Re: breaking old habits
« on: March 04, 2013, 05:29:52 AM »
For me it helps discussing with your tribe of gamers what kind of game you want, before you start it.

There will probably be several different answers for this and it might take a while to agree upon something.

Another thing that helps me is to have an idea of a game, present it to the players and invite them to join in.

the nerve core / Re: Vincents intentions regarding queer concept
« on: March 04, 2013, 05:10:48 AM »
Quite interesting!

I wrote my bachelor in gender studies :)

Some peculiar ideas to have in mind when thinking about the genders;

*The One gender model

Everyone is more or less male, sort of like percentage of MAN. The less percentage of man you are, the more weak and different you are, both physically and mentally. Thus women, the lesser male, was easier subjected to the devil's machinations and was easily corrupted by demonic forces. This was the usual form of perceiving gender until about 1750. I'm simplifying this, just giving the core of it.

*Two gender model

With the advent of science, experiments, the unbanning of cutting open corpses, there started to be ideas that humans are divided into two genders. The genders became very important in biology, where all sorts of living things was divided by gender. All these differences are physical, you can see them with the eye, thus they had to be universally true.
But what about the soul or the mind? This had to be examined as well! Hysteria was a mental illness that more or less only women could have, to give an example.

Dungeon World / Re: Custom Move critique
« on: March 03, 2013, 07:55:39 PM »
GM: The minotaur points its horns at you and charge!
Player: OMG! I want to Defy Danger with Dex, sidestepping his charge! *rolls 5* NOES!
GM: Your sidestep was way to slow! The minotaur crashes into you with its mighty horns! You are hit for 7 damage and you fly through the room! The minotaur roars in triumph.

Minotaur weapons:
Halberd D8+1, close, reach.
+Horns 2d4+1, hand, piercing 1, forceful. Activated by player's miss.

Could work?

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