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Messages - Uzio Parp

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Dungeon World / Re: Ran my first game
« on: December 10, 2013, 04:22:55 AM »

1) the move states:
   Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning.
Then -
When you work with your animal companion on something it’s trained in…
and you do something as indicated in the list, you add bonuses as written.
SO: the ranger descrives his move (as always), stating how he works with his companion, then he rolls (or takes damage) adding the relevant bonus.
Scouting the dungeon may be Defy Danger or Track, but the ranger must partecipate. HAving the druid to translate is so funny!! I wouldn't even require a roll.

2) you subrtact the ARMOR value from the damage you take. A hit having the "Piercing X" tag, counts armor as X points lower. You don't permanently make armor less effective. You treat it as X lower for THAT hit. A shield gives its bonus, period. BUT, if it'd be fictionally impossible or illogical, you could discard the bonus. The GM doesn'r rule this out. The fiction does.

3) Combat should take any amount of time as not to be boring, or useless. There's no fixed amount of time. Keep in mind that if it's your first game, you take a bit to get used. It's quite common.
As for Defy Danger, THE PLAYER describes what he does, then, if it triggers a move, that's it.

Player: "I move fast through blows, dodgind like wind, to do[...]"
GM: "Ok, sounds like a DEX Defy Danger."

4) If the damage come from a hard move, there'sno usually means to avoid it. If It's a soft move, AND the defending player CAN act, he can choose to intervene in the conversation, saying "I step in between and raise my weapon!". That would be good for me.

5) GM" The enemy shoot at you, arrows coming as rain; WHAT DO YOU DO?".
Say, the players state that they scramble somewhere, it could be a Defy Danger. If they roll a 7-9, the GM OFFERS a series of bad things, as per the rule. The enemy being closer is a valid option.

Players roll WHEN they trigger a move. If the move says they take damage, that's it.

The GM is not committed to play step by step. If someone fails, you say the enemy hits you. Take damage. Or, the enemy misses, but it's closer, now it'has a clearer shot.
And always: "Wat do you do?"

Remember, DON'T call for rolls. THE MOVES trigger the rolls, not the GM.

Dungeon World / Re: Pirate World Kickstarter! Nov 1st - Dec 3rd
« on: November 28, 2013, 04:49:55 PM »
When I first read about this book, I confess I thought "What can you do with such a supplement?!? The Pirate, the Corsair, the Buccaneer, the Ship's Boy... Ok, so what? Everything's better with pirates, but, Enough!"
Then I checked out the Reefmonger, and noticed the tentacles behind the guy on the cover...
Now that I fully understand the truth about the name "Captain Shoggoth", I can say I'm happy to be a backer!
Happy as a cultist kneeling under a grotesque statue of an interstellar abomination. Yarr, Yarr, Cthulhu ftaghn!!

Dungeon World / Re: Defend Action question
« on: November 28, 2013, 04:41:28 PM »
You don't normally check defy danger against damage. If damage is the direct consequence of a move (Gm or player move), it can't be avoided. That is, if a move says you take damage, that's it. If a (generally soft) move says you're about to take damage, and the GM asks what do you do, you describe what you do to avoid damage; if that qualifies as "Defy Danger", you roll.
There are no "checks" in Dungeon World.

Dungeon World / Re: Campaign fronts... am i doing this right?
« on: November 04, 2013, 08:25:51 AM »
Wow, that's TWO campaign fronts, with one danger each, right?
Maybe there are too many portents, but they 're all soo evocative...
If you can manage them all, it's ok.
My only suggestion is that each portent (as per the DW guide) should be something that the PC could stop, or hamper. If not, the portent is in fact something that just happens.
At least, try to imagine the interaction between PCs and the portents.

Next step is creating your stakes questions. What did you NOT decide yet? Put the answers in the hands of the game.

Dungeon World / Re: Newbie GM seeks advice.
« on: November 03, 2013, 02:57:49 PM »
Hi, dont' worry.
First, a PC can have more than one debility, as long as it makes sense in the fiction.

As for the other issues, it's important to tell the players to DO THINGS, instead of calling for rolls. If the thing they want to do is covered by a move, then make a move.
If not, is it a thing anybody can do? Automatic. Otherwise, Not possible!

So, a shield bash may be a defy danger (the danger is the enemy who bashes you back), or a hack and slash (doing the Paladin's Damage die); or you can create a custom move to apply when fighting CERTAIN enemies.

Discern Realities is rolled when you thoroughly investigate a situation, so:
1) just "listening" isn't enough to call for a roll.
2) the questions are appropriate as investigation results.

How do you resolve this? Some things, you can just tell them, using your principles.
Some things, can't be found out, if they come as GM moves. Or if they haven't got a thief.

Remember that you make moves when PC fail a move, or when there's a lull in the action.

Dungeon World / Re: Paying Nature's Price
« on: October 14, 2013, 04:33:31 AM »
Hi, I think that Nature's Price isn't something that Nature "wants". It should be something that happens when you incautiously meddle with Her. You change the course of a river, it floods some other land, or takes its original course by breaking the barrier.

I didn't understand what the Druid wanted from the spirits. It may be easier to reply if you could explain that in detail

Dungeon World / Re: Discern Realities order of questions
« on: May 22, 2013, 07:01:55 AM »
You're with me, right? No "official" way, so you can really expand on the fiction, posing the question in the most "efficient" way, ok?

Dungeon World / Discern Realities order of questions
« on: May 22, 2013, 05:47:17 AM »
Hi, say I make a 10+ on Discern Realities, and have three questions; must I:
State them one at a time, waiting for an answer form the GM?
Communicate them all at once?
Do as I please?
Just for curiosity.

In the example pg. 67, the player poses them one by one.

Dungeon World / Re: Number of Spells
« on: May 06, 2013, 06:03:28 AM »
This is another short (but very useful) thread about the same topic:

Dungeon World / Re: End of session: resolving more than one bond
« on: May 03, 2013, 04:36:25 AM »
Ciao Daniele,
 I think the rule is there to forbid an infinite number of bonds resolving in a single session, since it's the players who decide if the bonds warrant a resolution.
Not so much as "you may become too powerful!", but rather "What's your story about?". It helps to give every bond some importance.
But, if you have two bonds instead of one, and you played them, I see nothing wrong with resolving both. Or is it better to follow the rules at all costs? Boh...

Hm... Not sure if this gets funded before noon.

Ah, yeah. In my country, it's 10.20 AM.

Dungeon World / Re: I don't understand the logic behind HP
« on: April 29, 2013, 04:18:05 AM »
Numbers and dice are there to add uncertainty and excitement.
BUT, if you stay "behind" numbers, you lose that excitement quite fast.

I want to catch your problem (maybe so do you...). Is it

1) A truly epic combat MUST take a significant part of REAL TIME.
           In my experience AT THE TABLE, when a combat drags for more than 15 minutes. people start slipping out of fiction. So, I think it's best if you are able to save some time.

2) Heroes must be abel to do MORE cool thing before combat ends
           In a trad. game, if a combat lasts for, say 15 rounds, what is the game time, 5 minutes? If three heroes fight for 5 consecutive minutes with a dragon, a lot can happen. I don't remember if it's 5 minutes, but you get the idea.

3) An epic battle may last for DAYS (like Gandalf Vs the Balrog) because enemies are TOUGH! I don't want brittle enemies who die fast!
          Try to stretch combat time. You CAN do this; it's not against the rules.
You can describe HOURS of combat, standing at the gate, resisting, or chasing across the mountain top. Explain this to the players; say it can happen. It's not against your principles or agenda, describing three days of battle with an ancient monster. Just make sure it is honest and fantastic.

Dungeon World / Re: Dungeon World Playbook Bundle 2
« on: April 27, 2013, 07:46:27 AM »
Grrr! More patience, next time, Uzio...
Bought all of them separately, except the D. Hero!

At the very least, you gentlemen could repay my fidelity by giving some leaks about this misterious Inverse World...

Dungeon World / Re: Rules Question
« on: April 20, 2013, 01:54:10 PM »
Who rolls?
The one who is being pickpocketed.
So: who's being robbed? Ask them who's paying attention to his purse. The first to answer, he rolls.
If there are no more than three players, everybody could roll, maybe one rolls +WIS and the others aid.
You should come up with an interesting means to determine the target of the urchins. My take is you should be asking questions and describe; this way the resulting victim will come up less determined by chance and more from the fiction.

Dungeon World / Re: The Stolen
« on: April 19, 2013, 03:38:28 AM »
...And a teaspoon of Alchemical Exalted, which gives it a salty, metallic taste.
Not quite Dungeon World - like; more...Inverse feel.
Also, no alignment? Drives? The alignment part is slowly and steadily disappearing fron the sheets. What sort of conspiracy?!?
I find this is very colorful, well made, and not too complicated. This is hoe I see it:
you thought of it as another mission-oriented character, like the paladin, right?
You choose a course of action at the beginning, Sparatucs, Ulysses, etc, and take up the best matching moves.
Given the breadth of choice, this is by no means a problem.
Not for all campaign, I say; but in these days, a lot of altered-background settings are being created, so let's go for it!

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