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Messages - fealoro

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31
Dungeon World / Dungeon World and How to Host a Dungeon
« on: May 21, 2011, 01:49:10 PM »
Come on, I know some of you have made a thought about it...

I'm trying to use my first dungeon as a base for our playbyforum DW.
I think HTHaD leave enough blanks to fit in a First Session, and give enough backstory without too much constraints.

Do you agree or have experience with that?

32
Apocalypse World / Re: Disclosing the Fronts
« on: May 16, 2011, 12:17:08 PM »
Thanks Vincent

I think this settle the issue!

33
Apocalypse World / Re: Disclosing the Fronts
« on: May 16, 2011, 11:24:58 AM »
thanks Daniel.
You interpreted right, I was talking about showing the Front in the middle of exploration.

34
Dungeon World / problem on Ranger Command
« on: May 16, 2011, 09:43:30 AM »
The test of Command says:
...On a hit, it does as you say and grants you the benefit of the Trick of your choice...

Does it mean that the companion do anything you command him to do and moreover he perform his trick, or that you can command only the trick and not any task?

35
Apocalypse World / Disclosing the Fronts
« on: May 16, 2011, 08:31:47 AM »
This issue was already discussed in this thread http://apocalypse-world.com/forums/index.php?topic=528.0
but I don't worship the forbidden discipline of Necroposting, so I start a new thread.

Should be the Front totally transparent to the players? I mean, should I as MC show the front sheet (Agenda, Stakes and all) as it is, should I unveil it while they explore the world?

As actual situation, in the first session I played some week ago the players explored a city. Then I made all my duty, with fronts and thread and all, then as we started the second they messed a bit the things in the city and decided to go away and change city (they are a nomadic chopper gang). No problem at all. The front change alittel, but the scarcity and the threats are quite the same.
My question is: should had I shown the agenda of the front (that was "normal" people and "mutant" people will fight one against the other until the city was only ruins)? Knowing the agenda would have let the players feel more "real" the world?
Or is it better to see the agenda developing in the exploring, and it doesn't matter if they don't have enough time to get the agenda?
There is a clear rule that I overlooked?

What your experiences or your interpretation?

36
Dungeon World / Re: fighter signature weapon
« on: May 14, 2011, 12:33:51 PM »
Just to clarify.

When the fighter chooses the signature weapon, he can add the tag of the base item, right? Like if he chooses the sword he get also +1dmg listed in the equipment part, plus any other two enhancement, right?

37
Dungeon World / Re: Dungeon World Gamma
« on: May 12, 2011, 09:39:38 AM »
I did not thought about the combo Frightening+Viciuos. Could be an answer, but it seems a bit odd to me.

I was thinking about comething like
Frighteningly Huge: +messy, +forceful,+1 damage, but +1 weight.

I'll try out in some game...

38
Dungeon World / Re: Dungeon World Gamma
« on: May 12, 2011, 08:19:13 AM »
In the last Dungeon World release the enhancements for the fighter base weapon list:
?Frighteningly big. +1 damage, but +1 weight.
?Vicious barbs. +1 damage.
?Huge. +messy, +forceful.

I thing Frighteningly big should be revised or eliminated, it seems redundant with the other two enhancements.

39
Dungeon World / Re: Dungeon World Gamma
« on: May 03, 2011, 12:23:31 PM »
Sorry if it has been already answered in other places.

In DW hack is missing anything related to how much experience for each level or how many moves can be choose each level. Is it intended? Should I apply for Adv Guild to learn more? ;)

Also related: if a PC pass to level 2 andd higher can choose also some of initial characther moves or have to choose only the advanced ones?

thanks

40
Dungeon World / Re: Dungeon World Gamma
« on: May 03, 2011, 11:18:07 AM »
Hi Sage and Adam
thanks for your work!

About DW Hack

misstyping: pg 3 Undertake a Perilous Journey (Con) use MC instead of GM

..ok, that was easy ;)

Just a suggestion: Player moves on pg 28. My first reaction to the reading was: "wtf? I should use the moves with the monster? roll for the monster?" After a second reading I understood the obvious meaning is to use moves related to the monster.
I thought to be the only one dumb guy, but in another forum another user gets the same impression. Maybe it is a not native language issue, but I just let you to know.

41
In my experience my players has been really impressed by total anarchy of apocalypse world  setting, and they liked to exploit it.

One of my first session was with a Hocus that had a cannibalistic cult. No one player had any issue with this.

42
Apocalypse World / Re: Playbook Idea: The Mother
« on: April 08, 2011, 08:39:18 AM »
I tried to fix something

Thanks Simon C, I take some inspiration from Hocus
Thanks Margolotte, I use a lot of your suggestions

I reduced the number of moves, but I made a trick, because I used the Offspring charaterization as a moves...

And obviously my wording is not so good...

I'm thinking about:
the moves are too weak?
the edge is the offsprings and in case any PC. It's enough?
should I raise the Stats?

The Mother

You know what was the first word spoken right after what had happened. That word was spoken before and it is spoken now. And you know will be spoken as long as the humanity will be here.
That word was: “Mom?”


Stats
Choose one set:
• Cool=0 Hard+1 Hot-1 Sharp+2 Weird+1
• Cool=0 Hard-1 Hot+1 Sharp+2 Weird=0
• Cool+2 Hard=0 Hot=-1 Sharp+2 Weird=0
• Cool-1 Hard=0 Hot+2 Sharp+2 Weird=0

The Offsprings
You have between 1 and 5 children.
You always roll+sharp instead of roll+hot in attempt to manipulate one of your child.
You always have a leverage on your children and the children are always a leverage to you.
Whenever you go aggro or seize something by force in defense of one of your child roll+sharp instead of roll+hard
If some of your children is a PC and come to you to ask advise, if they do what you said they get +1forward.

Offspring+1
Surplus: Barter
Want:Hunger

Choose 0,1,2 or 3. Each choose cost you a move choice.
You have at least one toddler. +1Offspring. You have to have the toddler with you or with someone she trust. If you left her unattended roll heart of a mother. Add Surplus: Augury but roll+Offspring.

You have at least one adult child. -1Offspring. Add Surplus: Insight. Add Want: Judgment

You have more than 6 children. +1Offspring You have a small gang of your offspring and their friends (2-harm gang small unruly 1-armor). Add Want: Disease.

You don’t have any child. You have a pregnancy clock, set where the clock is. You don’t have any Surplus nor Want. You still have heart of a mother and Offspring 0.


Moves

You take Heart of a mother
Heart of a mother: at the beginning of each session roll+Offspring. On a miss you have surplus, on 7-9 you have surplus and want. On a miss your offsprings are in want or the MC can choose to make a move concerning your children. If your offspring have more than one want or one surplus the MC choose which one apply.


Choose three moves less how many choices you made on the Offsprings.
Everybody’s mother: If you pass some time with another character you can roll+sharp. 10+ you can consider that one as one of your offspring as long as you wish. The same on 7-9 but she can choose when cut the umbilical cord. On a miss she hates you. If she is a PC both of you mark experience. You can try this move only once with the same character.
Something to spare: 10+ gives you a 1-barter item you've been saving against a rainy day - lucky for your children, and they better be grateful;  on a 7-9, a 1-barter item you can use to buy off their need, but it has sentimental value to you; on a miss, you can get a 2-barter item, but it comes with strings attached to someone you dislike, and the MC will tell you what.
Happy family: you have someone important you can rely on. It is a NPC, has his own life, but he can help you. Can be the father of your children, your sister, your mother or someone else.
The mother stare: you always roll+sharp instead of roll+hot in attempt to manipulate someone
Dear mom: if someone come to you to ask advise, if they do what you said they get +1forward. If he is one of your offspring he get +2forward.



Sex move
When you have sex with a male character and you do not have a pregnancy clock you get it, set at 0.
In any case your partner choose two:
your children like her/him
you mark experience
he get +1forward
you do not have the pregnancy clock (if you should get as results of this move)


HX
On your turn chose 1 or 2
someone was friend of one of your children. Tell them Hx+2
someone loved you. Tell them Hx-1

To all the other tell them Hx+1

On the other turn choose 1 or 2
someone remember you one of your children, or you would like to have him as children. Add 1 to his number
someone do domething bad to your children. Ignore his number and put Hx+1


Pregnancy Clock
From 0 to 9 is the month of pregnancy. Every three months of play you check one segment.
0-3: any harm over 9:00 cancel the pregnancy clock. (It is what it seems)
3-6: as above. Any harm is +1harm, but you can cancel the pregnancy clock to cancel any 1-harm
6-9: as above. You can keep a clock that you should cancel taking +1harm
10+: as above. You got -1forward. Any miss in any move let you cancel another segment.
When you cancel 12 you start labor: roll+weird. On a miss you get 2-harm and you cancel the clock. On 7-9 one of the two. On 10+ everything is ok.
If after the roll you still have the pregnancy clock, congratulation, your children is born and you can safely cancel the clock.
Any action right after the birth is acting under fire. Then you get the move Far from eyes.
A pregnancy clock is a leverage for the community where the mother live and for anyone who care. More, the Mother get +1 on any manipulation that use the clock as leverage.

When you open your brain to the maelstrom roll+pregnancy segment in addition to your main roll. On 10+ the MC choose one baby conditions, on 7-9 the MC still choose one condition but he got to cancel another one, if there is. On a miss nothing. You can cancel one condition chosen by taking 1-harm in the same moment.
The baby conditions
she is weird
she had some deformity
cancel the clock
she help you in the maelstrom, you get +1 forward
check one pregnancy clock segment
check one pregnancy clock segment

43
Apocalypse World / Re: The Touchstone
« on: April 07, 2011, 10:42:15 AM »
for anyone who cares

Surplus: Maestro D', Quarantine, Faceless, Hoarder

Want: The Touchstone

;)

44
Apocalypse World / Re: Playbook Idea: The Mother
« on: March 22, 2011, 12:35:42 PM »
I like it too, but I have to made not too much harsh, but also something challenging

I'll try something along with your idea, tnx

EDIT: and I'll definitely go for Sharp instead of Weird

45
Apocalypse World / Re: Playbook Idea: The Mother
« on: March 21, 2011, 12:55:57 PM »
Thanks Margolotte, very good feedback.

I'll think about your suggestions, Worn Out above all (at least I should raise the number of children ;) )

The idea behind "Heart of a Mother" and "Far from Eyes" is that the children can/should be something you have to follow and care, otherwise somehing bad happen. And something bad could happen anyway. It should be like in the hardholder move "Wealth", but thinking about it maybe my moves are too harsh.

I'll take note of your feedback to adjust my target, thanks again.

 

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