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Messages - Borogove

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Dungeon World / Re: New GM looking for some advice
« on: May 19, 2014, 01:13:06 PM »
Yeah, it's 1 XP for each 6-, plus the end-of-session XP for bonds, alignment fulfillments, and session accomplishments as outlined on page 78. It's 8 XP for the first level-up.

There's a monster treasure table on page 228 that might give you some sort of guideline; according to that table, little monsters might have 10s of coin worth of treasure, moderately large ones 100s of coin. Take a look at the equipment lists starting on page 326 and think about how soon you want the players to be able to afford mansions or castles.

Keep in mind that it's always better to start the campaign giving out too little gold than too much; you can always turn up the drop rates later, but it's hard to go back. ;)

Dungeon World / Re: Bloody Aegis - how to deal with it?
« on: May 19, 2014, 01:04:09 PM »
Debilities are not just their stat modifiers; they have effects in the fiction. If you take Confused, your ears are ringing and your vision is blurred, and debilities are harder to heal than HP loss. 

I think you're worrying over nothing, but if you're really worried, just use hordes of weak enemies rather than fewer tough enemies. Bloody Aegis cancels only one attack, whether a 1d6 Kobold spear or a 1d10+3 Dragon Turtle bite. Pretty soon he'll only use Aegis in a life-or-death situation -- and your goal as GM is not to kill them, anyway, so why would he ever need to use it?

Wait - if you haven't had your first session yet, how does he have Bloody Aegis, anyway? It's a level 2-5 move.

Per page 131, Animal Companion's Instinct is a stat that has only negative effects.

You choose as many weaknesses as the Instinct score, and when someone else interferes with you trying to Command the animal, the interfering player adds the animal's Instinct to the interfere roll. So relative to the baseline stats you've factored out, there are 3 benefits (extra +2 Ferocity, armor 1) and 1 detriment (extra +1 Instinct), balancing out to the same 2 extra benefits as the others.

Apocalypse World / Re: Critique my stealth move?
« on: May 12, 2014, 06:23:07 PM »
I'll just point out that Acting Under Fire's 7-9 result always comes with a downside ("worse outcome, hard bargain, or ugly choice"), and this move doesn't seem to have a downside at the 7-9 level, so I'd be worried about players abusing it.

Spending hold to deal harm-as-established doesn't seem too powerful in itself; players can deal harm without a roll whenever the fiction demands it.

Apocalypse World / Re: AW as an online text-based game
« on: May 10, 2014, 12:23:53 PM »
I just discovered, which is a chat system designed specifically for RPGs -- it has text, voice, and video chat, and a shared playfield display (plus, of course, dice rolling). I haven't used it yet but it looks very promising.

Uncharted Worlds / Re: Design: Moves, Advancement, Factions
« on: May 06, 2014, 03:25:43 PM »
What about making it a choose-N or a hold-N move?

Roll+Tech. On 10+, choose 3. On 7-9 choose 1.
* You erase a specific piece of data from the system.
* You link a new access point to the system.
* You obtain useful information from the system.
* You temporarily crash the system.
* You make the system act randomly, unreliably, or dangerously.
* You don't leave any traces behind.

The choose-3 lets you do interesting combinations - e.g. erase your buddy's criminal record, leave a backdoor for later use, and make the system act wackily so they hopefully think it was just random vandalism.

they're also wrong in that a sniper would, by default, either be simply doing damage or, at best, going aggro and not seizing by force (at least, until the first shot is fired and your cover is blown).

Right, my bad, if the position is good, the sniper can just deal harm without a roll. It's only Seize By Force if the target can shoot back effectively.

I don't think Go Aggro applies unless the sniper is trying to get someone to do something ("let the girl go or I put a bullet through your head!"), but I've seen conflicting interpretations of the move.

It's not the stats, but the move that's chosen by context. Start with the fiction, compare it to the "when" part of each of the move descriptions. The best match is the right move to use.

Example 1:  You've been waiting for this for weeks. You've worked your way into NPC gang leader Brock's inner circle; he trusts you and has no idea that was your sister he killed all those years ago. He's bent over his workbench, back to you, cleaning his rifle. You pull your revolver, put it to the back of his head, and pull the trigger. Bang. 2-harm, ap, no roll needed.

Example 2: You're scared shitless of Brock, this was a terrible plan, you don't know what he knows, your heart is pounding, but he's got his back to you and it's now or never. With shaking hands you draw the revolver. Roll Acting Under Fire to get the shot off before he realizes what you're doing.

For a sniper move that uses Sharp instead of Cool or Hard, I think the way to do that by the book is Read A Sitch to find the right spot to lay your ambush ("best way in"), and act on that to gain +1 to the Seize By Force. Or be a Driver with Good In The Clinch and then Act Under Fire with Sharp.

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