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Messages - Glazius

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Dungeon World / Re: A couple of rules questions
« on: October 12, 2013, 01:11:30 AM »
1) Enchanter and Enchanter's Soul are strictly for analyzing and empowering magic items. Ritual can be used to create them. I copied this off of Google+ a while ago - one of the creators posted it.

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Crafting Magic Items
When you engineer a design for a magical item (weapon, armor, artifact, etc) tell the GM what you aim to accomplish. The GM will tell you three or four of the following;

You’ll need to disenchant ________ first.
You’ll need the aid of __________.
You’ll need to find some __________ to use.
It’ll take an especially long time to prepare.
It’ll be unusually dangerous to craft.
You’ll need to craft it someplace special.

When you imbue a crafted item with power spend XP and roll+XP spent. On a 10+ choose two tags to imbue the item with. On a 7-9 choose one and the GM will choose one, too.

New Tags
- glamoured (with a thought from the wielder, this item can take on the form of something else)
- indestructable (the item cannot be destroyed by mortal means)
- shadow (the item gives off clouds of smoky darkness)
- energy aura (the item is tangible to ghosts, spirits, etc)
- holy (the item is imbued with divine power, either generally or specifically)
- unholy (the item is imbued with energies antithetical to the gods and their works)
- bane (the item is particularly hateful to creatures of a particular race or creed)
- defender (the item grants +1 armor)
- fiery (the item burns with a powerful fire that does not harm the wielder)
- icy (the object is fridged and freezing with a cold that does not harm the wielder)
- lightning (the object is possessed of a powerful electric charge that does not harm the wielder)
- hurled (the item gains +thrown, no matter the form it takes)
- thunderous (when struck, the item emits a blast of sound that does not harm the wielder)
- chaos-born (the item has an unstable form and can destabilize matter around it)
- lawful (the item is imbued with lawful energy, and gives form to the unformed)
- wounding (wounds inflicted by the item or in its presence cannot be healed by natural means)
- light (the item emits a brilliant light)

4) Studied essence is a strictly gong forward move. If you've had time to study a creature before this, it's because it was in your homelands. Though if you're doing an advanced start you might be able to cajole the DM into something.  Exactly what contemplating an animal spirit means, including the conditions and the amount of time it takes, is up to the Druid and the DM. Though it does seem to lend itself more to longer stretches of time.

5) The Bless spell explicitly continues as long as you stand and fight. So yes, it does cancel itself out as regards spellcasting on yourself, but you've got to be in the thick of combat casting or it'll run out on you.

6) Aesthetics and circumstance, yeah. You could be all chain shirt = "chainmail", chain hauberk = "scale mail" if you wanted to have a heavier grade of chain around.

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Dungeon World / Re: Healing moves targeting
« on: September 20, 2013, 05:36:00 AM »
Just from a mechanical standpoint you probably shouldn't let the Paladin target themselves, because on a 7-9 nothing happens - they heal and take an equivalent amount of damage. Everybody else seems fair game, though.

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Dungeon World / Re: Disarming and other stunts
« on: September 16, 2013, 03:24:31 AM »
In the example I quoted above, if Emory doesn't want to leave their dagger behind for whatever reason, what happens? Do they fall, or just remain there until it's time for them to Defy Danger Con to just hang on, or are they compelled to use the dagger because that's the "offer that cannot be refused" that the GM has given them?

If Emory doesn't want to leave the dagger behind, it's not that he can decide not to start climbing once the dice have hit the table. He's started up the icy cliff - that's the acting despite an imminent threat that he had to do to be able to for roll the move in the first  If he doesn't want to leave the dagger behind, he's partway up the cliff, not falling off, but exposed for whatever happens to him.

At this point I'd probably move the spotlight onto some other party member, give them a chance to create an opening for Emory to get up -- or else, when the spotlight goes back on Emory, he's got another Defy Danger against whatever else gets dumped down on him.

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Dungeon World / Re: GM help: New to Dungeon World
« on: September 14, 2013, 01:16:03 PM »
First of all, some players get a deer-in-the-headlights look when you ask them a question that requires any creativity.  Oddly enough, it's not my tactician/puzzlemaster player who has this problem -- for our group, its the oldest player with the longest and most varied experience with rpg games.  (He's the one who is always going on about retro clones, academic RPG gaming theory [didn't know this existed before meeting him], and all sorts of other esoteric gaming things.)  So far, I've given him a decent pause to see if he thinks of anything, and then if not, I make some suggestions or options.  He is generally ok if you ask him yes/no questions, ask multiple choice questions, or ask a similar very limited question, but otherwise he's just stymied.  Are there any suggestions for helping players out with this?

Ask limited questions. Or perhaps "loaded" questions. Don't just toss somebody a question like "what are dwarves like?" Ask, like, "what do you eat that everybody gives you weird looks for?", "why don't more dwarves come up to the surface?", "why do you go back to the abandoned places?" Assume half the answer and give your players the other half.

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Even with traditional rpgs, I'm more in the wing it school than the ultra-prepared school.  But, I still have problems with dungeon world.  When a player fails a role and I have to make a move, I sort of go into an internal panic.  The GM moves are so vague, and I’m trying to think fast, so I’m usually just grasping for the first complication I can come up with (to avoid destroying the pace), and sometimes these are not well-thought out.  If there was a list of examples for each of the GM moves, it would be easier and would help me from using the same sorts of complications over and over.  Do you know of any resources like that? 

You shouldn't just be thinking what moves to make against your PCs when they fail. You should be thinking what moves to make against your PCs all the time. What are the dungeon threats? Location threats? What lives here? You should basically have two hard moves ready to go on your PCs at all times. And a soft move is pretty much just the threat of a hard move.

I mean, the hard moves are just things you've been doing as a DM anyway. Separate your party, break their stuff, offer a class an opportunity, show a downside to somebody's character choices. None of these should be new to you.

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Dungeon World / Re: New Rules For Having Two Classes: Input Desired.
« on: September 09, 2013, 12:49:12 AM »
Hmm... how would that handle gaining spellcasting from another class?  Since you don't have levels in that class, I mean?  I specifically want that to be possible.

Opinion of the book authors is that you start with one level of spellcasting when you take a spellcasting move, and gain capacity equal to one level per level thereafter.

Really I think this will work out better than whatever labyrinthine thing you have going. It seems like a lot of effort and bookkeeping for not much in the way of payout.

Maybe easier just to say "if you justify it to me in the game fiction, you can always pick a multiclass move on levelup".

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Dungeon World / Re: foreign newbie questions
« on: September 09, 2013, 12:41:27 AM »
A Question for the hireling Adept: There seeems to be no skill-use, involving the actual skill-number of the hireling. Do I read this right, or is there something "lost in translation"?

An adept is only useful for spellcasting characters. When an adept helps you cast a spell, and the spell level is less than the adept's skill, that spell has greater effect... somehow. It's up to the DM how.

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Dungeon World / Re: GenCon demos and hard copies?
« on: August 07, 2013, 01:54:58 AM »
Indie Press Revolution will probably be at GenCon - I couldn't find anything one way or the other to say for sure - but they do have hard copies of Dungeon World and lots of other games.

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Dungeon World / Re: Gaining Levels With No XP
« on: August 03, 2013, 05:28:14 AM »
Yeah, the bonus XP for trying something you might not be good at is a pretty big incentive to give something a go unless you're in the direst of straits.

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Dungeon World / Re: The Elemental Monk - feedback please
« on: August 03, 2013, 05:22:53 AM »
What is this class's damage die? I can't see it anywhere.

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Dungeon World / Re: Dungeon World 'Lite' (Help New GM)
« on: July 12, 2013, 03:42:29 PM »
Keep in mind that this is also a moogle:



Final Fantasy XII and the Tactics Advance games use that model, and they're basically tinker/forest gnomes with white plush pasted on top the serial numbers.

If that's the moogle your player has in mind, see what they think of this racial move:

Hurdy-Gurdy
Your instrument is a part-mechanical creation that gets away from you now and again, for good or ill. When you create an arcane musical effect and roll doubles, the effects apply to everyone or are otherwise wide-area.

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You could let the cleric use a less-optimal version of Bend Bars, Lift Gates as a custom move.  On a 10+, choose 2.  On a 7-9, choose 1.  (The fighter's move gets to choose 3 or 2.)

I run it as this, except the GM picks 2 and if the player rolls 7-9 they get to pick 1 of those 2. So it's not going to go nearly as well for the non-fighter.

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