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Messages - John Harper

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106
Dungeon World / Re: Lethality in Combat
« on: June 15, 2012, 07:47:00 PM »
Your Paladin was bitten to death by the swarm of flying skull minions, Sage. The exploding fireballs killed Paul's wizard. That was session two. :) Good times.

This is the best:
PCs dying doesn't mean anybody did anything wrong, its a part of play.

At the first session, I like to say, "Everyone make your first character." In super-lethal games, you don't get to make a character right out of the gate that you know for sure you will be playing over and over again. You make a first character, then play to find out how long they survive. It's not until you have a level 3, or maybe level 5 character that you can start to think about them as an ongoing protagonist.

If you want to skip over the "character death funnel" of early levels, Chris, just start out at higher level. Easy-peasy.

107
Dungeon World / Re: Making moves...
« on: June 11, 2012, 04:51:32 PM »
Don't forget to tell the possible consequences and ask:

"So... you're running over there? You'll be surrounded by worgs. You won't be able to defend yourself against all of them at once. Do you want to try it anyway?"

This is announcing future badness, too, obviously. You're making the world seem real. The worgs aren't frozen in time. There's a whole pack of them. If you go over there, they'll swarm you! No "turn-taking" or waiting for 6- needed.

108
Adam's "yep!" is a little ambiguous. He means, "yep, you do have to cast them." :)

109
Good points, Jeremy. Food for thought.

Maybe the trigger should be "When you fight an enemy in melee."

There is a move for one-sided attacks, though. It's a GM move: "Inflict harm as established."

110
PCs don't have attack moves (ie cloudy cues) like the monsters do when they H&S. They just have their damage die. The game just let us down at this point, saying "it's up to you to make it real, pal!"

This isn't strictly true. PCs have several "cloudy cues" (man, that's a weird phrase) when it comes to their attacks.

First and foremost, is Class. The Thief attacks differently than the Fighter who attacks differently than the Ranger, etc. etc.

Second, the weapon. We bother to detail the weapons the PCs are wielding, even though they don't affect the damage much, and this is why. The weapon you wield establishes the fictional details of your attack.

Combine Class + Weapon, and you have the "attack moves" of the PCs.

Finally, beware of the tendency to treat Hack & Slash as the catch-all fighting move of the game. (As iserith said) it isn't! It has a very specific fictional trigger. It's the move you make when you are trading blows in a melee. If you want to knock down, disarm, or overpower the enemy, you aren't making this move. If you want to position yourself, you aren't making this move.

I sometimes see people treating H&S like DW's "standard attack roll" and that's a mistake. if you do that, then yeah, you probably will want to modify it to do other stuff and have a broader range of outcomes. But my advice is to leave it alone and don't treat it like a default fighting move at all.

111
Dungeon World / Re: Monsters - I am confused
« on: May 17, 2012, 03:10:18 AM »
Wow, yeah, amazing stuff. I vote for the necro-arm!

112
Dungeon World / Re: Defensive monster moves
« on: May 15, 2012, 03:22:16 AM »
Yeah, I'm with Adam. I think what you mean is "you haven't triggered the move yet," not "your roll didn't do anything."

113
Dungeon World / Re: Can the Thief multiclass?
« on: May 14, 2012, 10:23:26 PM »
Follow the fiction! If they do the stuff in the fiction to become a cleric, then they become one. Doesn't have to be on the sheet.

114
Dungeon World / Re: Monsters - I am confused
« on: May 14, 2012, 07:43:22 PM »
Stras: Kick-ass post, man. Awesome.

115
Dungeon World / Re: Undertake Perilous Journey - Clunky
« on: May 04, 2012, 03:08:53 PM »
We used the new Perilous Journey for the first time last night, and we didn't love it.

I like the idea of the different roles, but the outcomes were a little odd. It took less time to get there, but we didn't conserve any rations? If we got there in 2 days instead of 3, why did we eat 3 days worth of food? Strange.

116
Dungeon World / Re: Not possible to get an 18 stat or +3 modifier?
« on: May 02, 2012, 08:34:15 PM »
Cool custom move!

Also, the numbers maybe need to be tweaked in the actual game.

117
Dungeon World / Re: Sanglorian's Stuff: 14 pages of content (CC BY)
« on: May 02, 2012, 08:30:45 PM »
Dude, cool! Thanks!

118
Dungeon World / Re: Defensive monster moves
« on: May 02, 2012, 08:30:05 PM »
Yes, that's an excellent summary of the method.

119
Dungeon World / Re: BloodStone Idol, AP2
« on: April 29, 2012, 07:23:09 PM »
Yep, Jester, you have it right. On a 7-9, they do it, so the situation resolves. There's a cost, or damage, or tough choice or something, but then you move on.

There should never be a status quo result with dice in DW.

120
Dungeon World / Re: Defensive monster moves
« on: April 29, 2012, 06:57:17 PM »
Well, this is still a good question. There are a few ways to handle it, depending on the effect you want.

Grundloch's shield could be a pool of extra HP you have to bash through to get to him. Or it could count as Armor. Or it could block certain types of attacks completely.

The swordmaster's parry could be Armor.

In any case, stick with the fiction first. If the ninja can vanish to avoid an attack, don't let the player roll a hit and then say the ninja vanishes. Either the ninja vanishes as soon as the player describes what they do, or they vanish when the player rolls a miss.

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