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Messages - saintandsinner

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31
Dungeon World / Travel
« on: August 29, 2011, 11:07:01 AM »
Having noodled around with The One Ring for a bit I'm itching for a travel mechanic that creates some fun.  Was there ever anything like this in DW?  I thought there was but I don't see it in the Red Book and I'm beginning to think I'm imagining it.  Thanks.

32
Dungeon World / Re: Dungeon World with a GM and a single player?
« on: August 11, 2011, 01:08:13 PM »
I've run it one person for my son and changed the bond to things in the Dungeon.  Made them more like the BIT-like stuff in Mouse Guard.  Worked pretty well but I'd need to revisit it before I tried it again. 

33
Dungeon World / Re: Dungeon World Gamma
« on: June 29, 2011, 02:05:01 PM »
Awesome!  That's what I figured.  Looking forward to introducing people to it.

Will we get a look at it anytime soon?  To crowd source typo searching if nothing else.

34
Dungeon World / Re: Dungeon World Gamma
« on: June 29, 2011, 01:50:03 PM »
Will these 4 classes (I'm assuming Fighter, Thief, Wizard, and Cleric) play well with the beta test Ranger, Paladin, etc?  No major design changes correct?

35
Dungeon World / Re: Dungeon World Gamma
« on: June 28, 2011, 06:53:03 PM »
See there.  You did it again.  Left me wanting to know more...

;)

36
Dungeon World / Re: Dungeon World Gamma
« on: June 28, 2011, 06:49:54 PM »
Promises, promises... You've also been coy on your twitter account.  B-)

For reals, looking forward to any news. 

37
Dungeon World / Re: Level Up
« on: June 16, 2011, 11:24:15 PM »
I agree that this does not feel as strong as the rest of the game. I'd like to see something like a combination of alignment, class, and goal associated xp rewards like keys.

38
Dungeon World / Re: When you get ready to do it, do it...
« on: June 16, 2011, 11:11:26 PM »
I'd say Spout Lore could be done remotely. Allowing for planning and preparation. Discern Realities is done in the now. As you see and interact with something. 

39
Dungeon World / Re: Getting Rid of "Raw" Scores
« on: June 07, 2011, 03:20:14 PM »
Ben,
You could just as easily change to progression on stats and go with only the + and -. Personally I like that much better and would eliminate them in a game I ran.  I don't see a need for them other than nostalgia...

40
Dungeon World / Re: GRAPPLING! NOOOO!
« on: June 07, 2011, 03:15:37 PM »
Mease, that is slick.  A nice re-skinning of the base rules.  I'd love to see that in action.

41
Dungeon World / Re: Getting Rid of "Raw" Scores
« on: June 07, 2011, 02:23:16 PM »
I would agree.  If you need minimums to use certain items/equipment make it based off the bonus.  I don't see a compelling reason to keep them.

42
Dungeon World / Re: Magically Informative Loot
« on: June 03, 2011, 12:48:20 PM »
Our magic has been pretty low key.  A fetish that points to an elder god, a knife that thirst for elvish blood, a scroll with writing no one can read, etc...

Using an item has invoked custom moves to keep things interesting.  There are no +1 swords in our game.

43
Dungeon World / Re: Adventuring Gear
« on: June 03, 2011, 12:43:50 PM »
I'm not sure the +1 is needed. If you don't have the correct tools you can't do the action you'd like.  Give them opportunities to pull out that lamp, rope, spike, etc.  Count down their resources.  When they run out of something hit them, hard.

The in game fiction is powerful. 

44
Dungeon World / Re: Where's this Hack Going?
« on: July 16, 2010, 03:45:46 PM »
Apocalypse Dungeon

or

Dungeon Apocalypse? 

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