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Messages - sage

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16
Dungeon World / Re: Bloodstone Idol
« on: February 25, 2013, 10:48:44 PM »
Nope, it's not available anywhere at this point. It would need some modification for the current rules and we haven't found time to do that yet.

17
Dungeon World / Re: Forgotten Supplements
« on: February 25, 2013, 08:28:05 PM »
The Villager needs updating.

Compendium 1 was originally part of a charity campaign, but that was over a year ago, we can probably update it now and make it free.

18
They are now correct. The book said 8, the sheet said 6, now they both say 8.

19
I'll post one today.

20
Dungeon World / Re: HP w/ leveling up; goblin/mob rules
« on: February 08, 2013, 01:32:28 PM »
HP no longer increases with level, only if your Constitution changes.

There are group damage rules for when monsters deal damage in concert. They don't act as one monster, it's just a way to reflect an orchestrated mass attack.

21
Dungeon World / Re: GenCon - Anyone Submitting DW Games?
« on: February 08, 2013, 01:20:16 PM »
Adam and I usually runs games at Games on Demand, but this may be the year we need to buckle down and schedule some games too.

22
Dungeon World / Re: Several cure spells in a row
« on: February 08, 2013, 01:11:02 PM »
There's two answers I usually give here:

First, the cleric is pushing his luck, even if you don't say anything about it. He's rolling the dice, so he's risking failure, which means consequences. You don't have to do anything special about that!

The other answer is to clarify what's going on in-game, as that may have consequences. So, for example, is there someone (or something) nearby that might be able to detect divine magic? Three successful spells in a row is likely to draw their attention. How much time is this taking (and what are the other bad things in the area doing during that time)?

23
Dungeon World / Re: Bard Class - Arcane Arts - Healing Question
« on: February 01, 2013, 03:01:47 PM »
A 6- is always a GM move. The fight ends, the bard starts signing up some healing, rolls a 6 and…

The gnolls hear the echoes and start moving into position for an ambush (Put them in a spot, off screen)

The demon entrapped in the sanctuary stirs (Show signs of doom, off screen)

His voice goes dry from all the singing and the stress of battle, use of a ration of water, find a source, or no magic for you for a while. (Use up their resources)

He finds his magic strangely amplified, like there's power there for the taking, does he take it? (Offer an opportunity with a cost)

The sound hits a harmonic with the stonework and it starts to crumble, if he keeps singing he'll risk collapsing something (Tell them the requirements and ask)


24
Dungeon World / Re: Fighter Unarmored by Choice
« on: February 01, 2013, 02:43:27 PM »
Our vision of the Fighter was definitely the gal in armor, so armor is the default there. They've got the load to handle it and all that. Giving them the Barbarian move won't be a problem, but it sounds like what the player really wants is a monk-type character. We've got some ideas on that, but they're months out at the least. Check out this to get an idea of some of our early thoughts: http://www.latorra.org/2012/07/10/the-battlemind/

25
Dungeon World / Re: DW Font?
« on: January 21, 2013, 12:53:32 PM »
Yup, it's Newcomen. We're looking at finding a suggested substitute for anyone wanting to make stuff.

26
Dungeon World / Re: Any way to get Number Appearing
« on: January 08, 2013, 07:26:13 PM »
I'll have to talk with Adam and see when we think it's cool to make this stuff public. We're happy to host it.

27
Dungeon World / Re: I am the Law
« on: January 07, 2013, 07:37:16 PM »
Ie #1: Paladin go to lords house and tell:

I am Paladin of Blablabla, give me your money!

Who's the deity? What authority are they claiming? The god of taxation? Sure, they'll hand over their taxes. The god of theft? They'll probably attack, though maybe not with weapons.

Ie #2: Paladun interrogate a prisoner:

In the name of Blablabla, tell me all what you know!

Who's the deity? What authority are they claiming? Who's being interrogated?

If they roll a hit the choices are of course relative to the situation. Doing as you say is obvious, and attacking probably is, but fleeing when they can't physically move isn't so obvious. It probably means retreating within their mind. I'd say something like "you see a moment of comprehension, as he realizes just how screwed he is, and then his eyes go kind of blank. His stare goes right through you. It's like he's trying to mentally escape the situation; he's probably thinking about a mug of ale and a nice bed or something."

Ie #3:

I am Paladin og Blablabla, we really did this (killed a Dragon, where not), accept this as true.

Who's the deity? What authority are they claiming? What's the situation?

If this is the paladin trying to show off then the NPC will probably just go with it. Accepting it as true doesn't mean they're friendly though. I think most NPCs would probably go "Okay, fine, you slayed it! Good for you, jeez"

If the truth is going to be problematic for the NPC then they might flee or attack, as relevant to the situation. Fleeing in a noncombat situation isn't a big deal; an NPC can easily just throw his hands up and leave. Attacking might be trying to disprove the statement or arguing.

28
Dungeon World / Re: I am the Law
« on: January 07, 2013, 07:30:00 PM »
Depends on the fiction, noclue.

If we're talking about some poor shmuck who knows he can't win a fight, yeah, he's not going to fight. However, trying to get away through the crowd seems like a pretty decent option.

Now maybe this happens in court? Confronting some powerful corrupt duke or something. Running is out, it'll make him look guilty. He's not going to do as you say. So he'll attack, but in a way befitting the situation. He'll use words, his position, etc. against you. "Attack" doesn't always mean swords and arrows.

29
Dungeon World / Re: Any way to get Number Appearing
« on: January 07, 2013, 07:25:59 PM »
I believe it's Creative Commons licensed, actually! But I'm not sure where the authors are making it available.

30
Dungeon World / Re: The Druid and the "Shapeshifter" starting move
« on: December 13, 2012, 10:48:10 AM »
First of all, what happens to his shield? Does he keep the +1 armor bonus in bear shape? The "you and your possessions meld into a perfect copy of the species’ form" doesn't address whether it means that your equipment effectively disappears until you revert, or not. Only that they "meld together".

The vagueness is deliberate.

Maybe in your Dungeon World the druid's possessions do meld and reform, so you get a bear with metallic plates (the reformed shield) on it's flanks and haunches. Then, yeah, it still has armor.

Maybe in your Dungeon World it really does completely become part of the new form, in which case it's not worth armor anymore.

Neither will break the game, both have fictional implications—if your shield is still visibly defending you in some form, you're not going to be able to blend is as just your average bear, are you? In general, follow the fiction: if the shield is still in some way protecting the druid, it's still worth armor.

Second, in case his shield magically and momentarily dissappear, would it then be a move that requires expenditure of hold to "Hack and Slash" as a bear, since you make use of it's animal features? If the shield disappears, his weapon would too, after all.

Yes, his weapon melds in the same way—maybe disappearing completely, or maybe becoming in some way embedded in his claws. No matter what his range will change.

The thing is, the druid is now armed with bear claws. I'm not an ursine expert, but I'd say they're at least as much a real weapon as a dagger is. The druid is still able to hack and slash as long as they can trigger the move.

Third, how do I as a GM decide the associated moves? Just on the spot? I would have preferred that the rule looked more to the player to explain what he wanted to achieve. I had a hard time coming up with a move for his "Bear form", since he didn't have a reason to use it, except for the coolness factor, but he kept wanting to know what he could do with the form.

As a GM you ask questions, and this is a great time to do it, which it sounds like you did. When they take on a new form ask "so why are you taking on this form?" It'll give you an idea of what they think a sparrow can do, so you can give them moves or say "I don't think sparrows can lift halflings" or whatever.

In this case, it sounds like the player basically replied with "because it's cool" which is a weak answer, but still an answer. The thing I really pick up on there is that bears are cool—intimidating, awesome, impressive. So I'd give them a move about that: "Terrible growl" or something.

Then there's the obvious thing for a form taken in combat to do: "maul them" or "rip something apart" or whatever.

Then I might tack on one more to twist it a bit: "Find a source of food" perhaps. Or, like Antisinecurist said, "crash through." This is a potential to give the player the unexpected, but it's not really required.

So I guess that's a bit of a formula: what the player wants, the most obvious thing, and a twist. It's not perfect, but it might be useful to get started.

A note on shapeshifting in general: taking on a new form is, in a way, saving up successes for particular tasks. The druid makes one roll and, through the clever selection of a form, can turn that into 1 or more successes. The cost of this is the new form: since everything is triggered by the fiction taking on a new form changes what rules engage. That's the fundamental tradeoff of a new form: that form's strengths turn your one roll into more successes, but that form also limits your options.

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