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Messages - John Harper

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61
Dungeon World / Re: Damage rules using 2d6 rolls
« on: November 23, 2012, 07:11:02 PM »
For WoDu, I use HP and healing as written (mostly... we try out house rules here and there). A harm roll could work, but we're invested in the old school vibe so we stick to HP.

For Bootleggers, I use the harm roll above, and healing is handled fictionally. You got shot, you need a doctor and a week in bed (or more, depending). No one has been seriously taken out for a long time yet, but if they were, they'd probably pick up another character to play in the mean time.

62
Dungeon World / Re: Damage rules using 2d6 rolls
« on: November 23, 2012, 06:41:11 PM »
In our current Bootleggers game (adapted from World of Dungeons) we don't use HP. When you suffer harm, you roll+stamina. On a 10+, you take the least harm as established, and you can continue. On a 7-9, you suffer the full harm as established, but you're still up. On a 6-, you suffer the worst of it, and you're out of action.

This means, as gaigaia has been saying, that we need to look at the fiction when harm is in play to know what the roll means. If you get punched in the face, on a 10+, you roll with it, and you're fine, maybe you get a black eye later. If you get shot, on a 10+, it passes straight through, doesn't hit anything vital. But you're still shot. There's blood everywhere, you have a hole or two in you. Better get that taken care of.

Death depends on fictional positioning. It might come from a tire-iron to the back of the skull, or a burst from a tommy gun. The stamina roll doesn't even determine how deadly something is, just what you're able to do after the harm hits.

To give the PCs a little "PC glow" we also use Fate points. Everyone starts with one. You can spend a Fate point to avoid any terrible outcome. Including deadly attacks, but also something like getting sent to prison for life (you get off on a technicality). So we can play hard, with high stakes and "real" harm, but the PCs have an out if the player is really attached to that character and wants to avoid the end.

So.. yeah. Alternate harm systems are fun. :) Go for it. Try different things and you'll dial it in.

63
Dead Weight / Re: Joss Whedon supports Dead Weight (sorta)
« on: November 23, 2012, 06:09:59 PM »
So good.

64
The Regiment / Re: 2.1 Comments/questions
« on: November 23, 2012, 04:35:13 PM »
Thanks for elaborating, Michael. That interpretation of attack/damage never occurred to me. I'll see what I can do to make it clearer on the moves sheet.

65
The Regiment / Re: 2.1 Comments/questions
« on: November 23, 2012, 03:55:12 AM »
One correction: Help can't clear the critical condition. Look at the text again, it can temporarily stabilize (like enough to move your buddy back to the aid station maybe) but without actual medical treatment, they'll go critical again. Maybe I'll reword that bit.

I'm not sure what you mean when you say the GM treated the battle moves "as alternatives." Can you elaborate on that? (The intent is to always roll damage when damage is inflicted in the fiction, including assault, suppress, etc.)

Agreed that the grouping of NPCs is critical. A single soldier against a squad is not unit on unit battle, so I wouldn't treat the squad as a 3-hit group. If flamethrower guy is leading a squad and attacks another squad, then it makes sense, as you say.

Eventually there will be text that actually explains how to do this stuff. :) Thanks a lot for giving it a go with the bare bones.

66
Apocalypse World / Re: Newbie Rules Questions
« on: November 15, 2012, 07:26:26 PM »
Yep.

You could also think of tags as things that inspire you to say stuff, like, "you need to reload" instead of restrict what you can say. Same diff.

But, it's not, like, your *job* to bring the tags into play, in some kind of game-balance way. The way you might need to enforce a power disadvantage in HERO, say. They're there to help you say stuff, not homework for you to do.

"Make sure you track and enforce every tag," is nowhere on the list of GM jobs. In short:

Should I just have the gun break, in essence, shifting the consequences of the reload into a later complication?

No. Don't do that.

67
Apocalypse World / Re: Newbie Rules Questions
« on: November 15, 2012, 03:04:44 PM »
The reload tag (like all the tags) puts restrictions on what you can say.

"Dremmer and his goons think they're such hot shit. Whatever. I shoot them in their stupid faces."
"You just open up on the lot of them with your sawed-off? Don't you have to reload in there at some point?"
"Ah, yeah, shit."
"Yeah, so Balls and Tum Tum go down in a mist of blood and meat, and now you're hunkered down behind the car, fumbling out some fresh shells and the rest of them are shooting your cover to pieces. What do you do?"

68
Dungeon World / Re: Terrifying tag for monsters- anything mechanical?
« on: November 14, 2012, 05:30:27 PM »
Playing In A Wicked Age is a good primer for stuff like this. You learn how to "push."

"The banshee wails; its screech shatters the stones of the corridor, splits your eardrums, turns your bowels to water. You foam at the mouth, your vision blurs, you collapse, screaming, the sound digging into your mind. You shit yourself. You go mad."

somewhere in there, they interrupt

"Whoa, whoa, wait. No. I get the fuck out of there."

"Oh yeah? What do you do?"

and then there's probably a move, as Adam says.

For terrifying, I like to push all the way into effects -- cross the line a bit and take control of them. Tell them they do stuff, like moaning in dread, shutting their eyes tight, hiding, running away, freezing in fear. If they don't like it (they won't like it) ask them what they want to do instead and defy danger.

69
The Regiment / Re: First game / A couple of rules questions
« on: November 10, 2012, 05:15:35 PM »
1) The logistics stuff is addressed on the Unit sheet, which is in v.2.1 that I'll post later today.

2) Yep, that's right. +1 VOF when bigger attacks smaller, and vice versa. You can treat a gang like one "unit" with 3-5 HP, when doing unit-on-unit action.

3) That's also in 2.1.

4) The partisan move didn't get used much. But it's a good example of a custom move that you might add to your campaign. The GM should create moves like that when needed.

5) Each soldier has 6 gear when they're fully supplied. The unit has surplus according to their profile, which you'll see on the unit sheet. Feel free to alter starting gear/supply based on the circumstances.

70
The Regiment / Re: Regiment w/o AW
« on: October 31, 2012, 11:16:05 PM »
Hi Michael! Thanks for playing. That was a fun session.

1. It is possible, I think, now that you've played it, but I don't think anyone has done that yet. So... good luck! :)

2. You can't pile them on, no. You blow off some steam, you roll, and you're done. You can't make the move again until you blow off some steam again... presumably after you accumulate some steam. In the AW text, this idea is called "to do it, do it," which you'll see in the PDF. It just means, "to roll a move, you have to satisfy the fictional trigger."

3. No. :)

4. I haven't tweaked the OP based on their plan, but that's an interesting idea. I could see giving a +/-1 there, maybe, depending on the situation.

5. You'll have to wait for the Kickstarter.

6. Yep.

7. Yeah. I ran out of room and cut the obvious ones.

8. That's right.

9. The Regiment and AW work the same way when it comes to GM moves, but I find that there are pernicious myths about how GM moves work in AW, so it's hard to know how to answer.

In both games, the GM can 'inflict harm as established' as a move, and you don't have to wait for a miss to make a move. It's a bit less fraught in TR, since harm is randomized.

71
This is great!

All I can do is nitpick. :)

Maybe turn off hyphenation (and set your justification settings accordingly). Stuff like:

did-
n't

is pretty rough.

I'm also turned off by that first page. This is a cool introductory text for people new to DW, and I think by comparing it to Moldvay the way you do, you only alienate people who love Moldvay. It doesn't help, far as I can tell. We don't need to know why you wrote the thing.

But yeah -- great work! Love this guide.

EDITED TO ADD: Oh! Also, I agree about the "ask the characters, not the players" thing, too. It's a bit of a gray area, but sticking to character-centric POV is definitely my preference for DW.

72
The Regiment / Re: Alpha 2.0?
« on: September 04, 2012, 05:48:51 PM »
Jason Morningstar's scenario is cool.

KOMMERSCHEIDT

73
The Regiment / Re: Alpha 2.0 feedback
« on: August 31, 2012, 04:55:19 AM »
Yep, that's the idea. Great responses, Paul.

74
The Regiment / Re: Alpha 2.0?
« on: August 29, 2012, 04:58:06 PM »
Yeah, that was an oversight on my part. For OP, consider it to be +0 for a standard unit, +1 for a special unit, and an additional +1 for a veteran unit (so a veteran special unit would have +2). When you have especially effective support, or a significant tactical advantage, take +1 OP for the engagement roll (this is rare).

75
The Regiment / Re: Kommerschiedt After-action Report
« on: August 28, 2012, 04:23:58 AM »
Thanks for the report! Sounds like a fun session. We'll probably have some questions for you, too, but I'll answer yours first.

1. Yes.
2. Yep. If you fill in the last box of stress or wounds (the one with the line through it) you're done; out of action for good: dead, stressed beyond sanity, whatever. Time for a new character.
3. Yep. I usually do starting bonds as: one at +1, one at -1, and all others (including NPCs) at 0.

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