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Messages - John Harper

Pages: 1 ... 4 5 [6] 7 8 ... 32
76
The Regiment / Re: Alpha 2.0?
« on: August 28, 2012, 03:52:13 AM »
An Operator is a modern day elite spec ops professional, trained in lots of stuff, like a SEAL or Delta operator. The whole team is made up of Operators, so there are lots of options for some diversity.

77
The Regiment / Re: Alpha 2.0?
« on: August 26, 2012, 09:20:34 PM »
The new alpha 2.0 playtest kit is up! You can grab it from my blog.

http://mightyatom.blogspot.com/2012/08/the-regiment-alpha-20-playtest.html

78
The Regiment / Re: Alpha 2.0?
« on: August 26, 2012, 04:46:51 AM »
Bit of a delay, but I plan to get the PDF out on Sunday.

79
The Regiment / Re: Alpha 2.0?
« on: August 22, 2012, 07:46:45 PM »
This week!

80
Dungeon World / Re: free DW module: The Indigo Galleon
« on: August 22, 2012, 03:18:09 AM »
Woo! Very cool.

81
Dungeon World / Re: Find Traps
« on: August 22, 2012, 03:10:22 AM »
I do it the same way as Scrape. Works for me!

82
Dungeon World / Re: My problem at being the GM
« on: August 22, 2012, 03:05:54 AM »
Marshall's right, in a way.

The Defy Danger problem happens because you don't yet know exactly what the character is doing and what is happening. When you know those things, Defy Danger is super easy. When you don't, it crashes.

Don't roll yet! When you know the danger and how they're defying it, you're good to go.

83
The Regiment / Re: Make a battle plan
« on: August 20, 2012, 03:35:04 PM »
The officer playbook will have a revised version of the move.

It hasn't worked in play the way we wanted. But feel free to keep using it if it's working for you. That's the beauty of custom moves. :)

84
The Regiment / Re: Make a battle plan
« on: August 18, 2012, 05:14:29 PM »
Hi judge!

Actually, that move is getting cut. It won't be in alpha 2.0.

But, I can answer your questions based on the previous version.

1. Yes, but see #2.
2. It depends. If your character can do it in the fiction, then yes, you can make the roll.
3. See #2. :)

85
Dungeon World / Re: Finding Secret Doors
« on: August 03, 2012, 03:24:39 PM »
Perception stuff is always tricky! DW includes one way by default, but honestly, custom moves are your friend here. Adam's is pretty good.

In my current World of Dungeons game, I use two methods.
1. Tell them what's obvious, including tell-tales of secrets if there are any.
2. When they take the initiative and investigate something, I ask them how they do it. Then roll+WIS (usually). On a 10+, I tell them everything they could reasonably know or intuit, based on who they are and what they're doing. Character class matters a lot; it's the lens through which information is passed. On a 7-9, they make some progress but it's a half measure. I tell them something true, but don't elaborate. If there's trouble, I can bring it (often, curious monsters, guards, time slipping away). On a miss, trouble manifests fully, and this avenue of investigation is a dead end for now. Nothing to see here, try another way.


86
The Regiment / Re: "The regiment" and modern warfare
« on: August 01, 2012, 06:23:01 PM »
Yep, I've run a few modern day and near-future sessions, with minimal modification. I'll post my stuff once the next draft shakes out and we have a stable build.

87
Apocalypse World / Re: Making Sense of Brainer Moves
« on: August 01, 2012, 03:06:01 PM »
"Deep brain scan is useless," is like a klaxon going off. I'd have a talk with them about whether they really want to play a Brainer or not. If not, no worries, pick a new playbook.

If they do want to, then okay, they're not very good at playing a Brainer yet. No biggie. They'll get better with practice.

MC, play Pellet like a real person who just got his lowest moment ripped out of his brain by a violation glove. Ask the Brainer how they want to manipulate and control Pellet with that info. That'll help.

88
Apocalypse World / Re: Passive moves
« on: July 31, 2012, 08:01:42 PM »
"What's the sniper's true position?"

"You're looking through the crack between the boards of the wall, and it's all quiet and empty in there. If it was me, I would have lit out of there the second after I fired. It's all barren field to the North, so... South probably? In the tall trees there. Great place to hide and shoot anyone that follows me."

89
The Regiment / Re: Market Garden AP
« on: July 30, 2012, 07:23:52 PM »
These APs are so good, they really motivate me to make the game that will let other people attempt something like that, too.

It's a tall order. Most days I think we can do it. :)

90
brainstorming & development / Re: Boldly Go: Star Trek hack
« on: July 18, 2012, 07:29:28 PM »
Several of your 7-9 results look like misses to me. Like "Set to Kill":
on a 7-9 things go crazy and someone or something else gets killed

That's really brutal for a partial success! Maybe that's what you want, but it struck me as odd.

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