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Topics - wightbred

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16
Goblin World / Design brainstorming
« on: February 09, 2011, 12:45:52 AM »
Cool, we have a forum. Thanks, Vincent.

This is a thread for me to kick around ideas with anyone who is interested. Lots of it may be stuff like "hey look a thing" so consider yourself warned.

Feel free to post ideas and suggestions here, but if you do I'm assuming you are happy:
- for me to take them apart and put in the bits I want; and
- that you won't get any cash for this, in the incredibly unlikely event that I ever make any on it; and
- that I drop you in the acknowledgements if I used something and I remember.

If any of this isn't the case please start another thread and make this stuff clear.

17
Goblin World / Goblin World
« on: February 02, 2011, 06:50:25 AM »
I've found myself with a 10+ in Leisure lately, so I wrote this hack today. This is a complete but not playtested hack, but I see it more of a draft for the full humanoid fantasy hack I want to write.

For the full hack I'd add Orcs, Ogres, Trolls etc and incorporate some of the ideas I've been toying with for D&D.

Very keen to get some comments and suggestions.

STATS

Lurk: How sneaky and stealthy your goblin is.
Quick: How cunning and clever your goblin is.
Size: How big and strong your goblin is, compared to other goblins.
Toad: How good your goblin is at getting what they want from others.

Hit Points (HP) = 4 + Size. At zero HP you are unconscious, and will wake up if healed or otherwise when and if the MC says. At -5 HP you are dead.

Mark experience when:
- You use your one highlighted Stat (chosen at the start of each session by the PC whose name is on your list the most).
- When you repay / revenge something on your list and cross it off.
- When you give birth to Pups.
- When you make the killing blow on something big (8+ HP) or a Cat.
- When a move says you do.

The Master: This game assumes that the pecking order between goblins is critical, but that unlike chickens the pecking order is very fluid. A goblin is "the Master" if it has a emotional or physical advantage over another at that time.
- Two or more characters can be the Master, but only one can be the Master if they compete or fight using a move.
- Several moves allow characters to become the Master. If the move says you are now the Master, then the other character involved in the move is no longer the Master.
- You sometimes need to choose between moves depending on who is the Master. If both combatants are the Master or neither are, you may need to see who is the Master which means you should make a Dominance move immediately. For example, the moves Survive Master's Punishment and Punish a Minion are specifically designed so PCs can roll them against each other, one as the Master and one not. (The peripheral move <<<Removed>>> is also rolled by each PC and although doesn't require a Master, but there my be a fight afterwards to see who is.)

The List: Every goblin keeps a list of those who have wronged him. See the section below for ideas.
- Add five PC names to the list at the start of play, and one more after each session.
- When you roll+List, roll and add the number of times the other PC's name appears on the list below.
- Once you have a PC's name written three times, you cannot write it again until you have repaid / revenged one of the things already on the list.
- The PC with their name on your list the most times chooses your highlighted Stat for that session. Roll off if there is a tie.

CAREERS

Apprentice Shaman
Lurk +1, Quick +2, Size -1 and Toad +0
Lurk +0, Quick +2, Size +1 and Toad -1
Lurk -1, Quick +2, Size +0 and Toad +1
Starting: You start with one move from the list below
Moves:
- Healing Touch: When you heal someone, roll+Toad. On a 10+ they heal 3 Hit Points. On a 7-9 they heal 1 Hit Point. On a 6 or less the Ancients might be angry...
- Point the Bone: When you curse someone, roll+Quick. On a 10+ they take -1 ongoing until you or another Shaman removes the curse. On a 7-9 they take -1 forward. On a 6 or less the Ancients might be angry... You can also use this move to remove the curse put on by another Shaman by rolling a 7+.
- Protection of the Ancients: +1 Armour.
- Vessel of Power: Roll+Quick to Dominate.
- Or choose from the Goblin Moves below.

Blackblade
Lurk +2, Quick +1, Size -1 and Toad +0
Lurk +2, Quick +0, Size +1 and Toad -1
Lurk +2, Quick -1, Size + and Toad +1
Starting moves:
- Assassin: When use use poison, deal +1 additional damage.
- Get Away: Name your escape route and roll+Quick. On a 10+ you're gone. On a 7-9 you can stay or go, but if you go it costs you: leave something behind, or take something with you.
- Light Fingers: When you use Backstab or Survive Master's Punishment, you can always take something small.
- Skulker: When you deal damage with the Backstab move, deal +2 damage.
- Or choose from the Goblin Moves below.

Chieftain's Pup
Lurk +1, Quick +0, Size -1 and Toad +2
Lurk -1, Quick +1, Size +0 and Toad +2
Lurk +0, Quick -1, Size +1 and Toad +2
Starting: You start as the Master and with 2 extra cp, and then choose one Move below.
Moves:
- Dirty Backstabber: You may provide a -3 penalty instead of -2 when you hinder using Hinder Another.
- Sound Ally: You may provide a +2 bonus instead of +1 when you help using Hinder Another.
- Taunt: Roll+Toad to Dominate.
- Observant: When you successfully Size Them Up, you can always ask "what is your character hiding?".
- Or choose from the Goblin Moves below.

Cutter
Lurk +1, Quick -1, Size +2 and Toad +0
Lurk +0, Quick +1, Size +2 and Toad -1
Lurk -1, Quick +0, Size +2 and Toad +1
Starting: You start with a Knife and one move from the list below.
Moves:
- Bloodcrazed: Whenever you deal damage, deal +1 damage.
- Brute: +1 Hit Point.
- Scarred: +1 Armour.
- This is My Knife: Choose one weapon. No-one can ever take that weapon from you.
- Or choose from the Goblin Moves below.

Goblin Moves:
- Sneaky: +1 Lurk.
- Cunning: +1 Quick.
- Fat: +1 Size.
- Smooth: +1 Toad.
- Multi-skilled: Take a move from one of the other Careers.
- Cave Leader or Shaman: Choose this move if you become the Cave Leader or Cave Shaman or one of their Assistants and add 1 HP.
- Sub-Chief / Blood Shaman: Choose this move if you become the Sub-Chief or Blood Shaman or one of their Bodyguards and add +1 Size.
- Chief / War Shaman: Choose this move if you become the Chief, War Shaman or one of their Bodyguards, add +4 HP and think how you want to end the game.

18
Dungeon World / Using more of 4e?
« on: January 31, 2011, 08:10:40 PM »
Simulating 4e combat

This is really just a "hey look a thing" post, but read on if you are interested in using more 4e ideas in Dungeon World.

Playing with some friends this weekend I hardly ever get to play with and we are going to try Dungeon World as their first "indie game". It will be a big group that have played lots of D&D 4e. During this first session I am going to make it easier by removing the only real stumbling block I've had when explaining this game to 4e players and running it with large groups: having the monsters hit when the player makes a move. I'm going to do this by using D&D-style combat and having the monsters hit only on their turns. The players can then learn the Apocalypse World-style combat if they like the game.

In working out the eventually very minor rules changes to allow this I came across this interesting effect when I tried to re-write the combat moves. I found it was really, really easy to get something that feels like (faster) 4e combat using a hack of Dungeon World. Whether you want to may be the question. This is really just a thought experiment right now, but I have learnt a lot about move options by doing it.

So look at this re-drafted basic move:

Hack and Slash (Str)
Hold 1 or Roll+Str. On a roll:
7-9 hold 2
10+ hold 3
Spend your hold now to:
• Deal normal damage to an enemy
Knock an enemy to the ground
Push an enemy to an adjacent area
Move to an adjacent area
Cancel an opportunity attack

In five options it simulates the Basic Attacks, the two main non-Power combat options (Charge and Bull Rush), all the 1st level Fighter and Ranger At-wills (only checked PHB1) and many of the Encounters (eg: deal x2 damage) and Dailies (eg: x3 damage).

Then add this as a Barbarian move to make them feel like a rampaging striker:
Rampage: Hold +1 when you successfully roll to Hack and Slash.

Now look how easy it is to create balanced and flexible Wizard combat spells. Assume a Wizard can cast spells using Intelligence and the Hack and Slash move:
Magic Missile (counts as Ranged, 1d6 damage, choose hold 1)
Burning Hands (counts as Melee, 1d6 damage)

OK now look at this re-drafted basic move:

Make a Stand (Con)
Roll+Con:
7-9 hold 2
10+ hold 3
You lose this hold if you move areas or use this move again. You can only choose each option below once per enemy. Spend your hold at any time on enemies in this area to:
Deal normal damage
Halve the damage of an attack (after Armour)
Cancel an attempt to move out of the area and hit for normal damage
Grant an advantage to an ally

It sort of covers Flanking, Total Defence, and the Fighter's Combat Superiority and Combat Challenge. But most importantly this really feels like you are making a stand to me. You can hold hits for monsters that run into your area or try to leave. At the same time you can partially protect yourself and your allies.

Now add this simple move to make the Fighter really feel like a close area defender:
Combat Superiority: Hold +1 when you successfully Make a Stand.

So what was my point again? Really just to show how awesome the modular Apocalypse World design is. Both 4e and Apocalypse World use exception based design and single rules being able to define a character type or monster, but in my opinion 4e is limited by having to "feel" like D&D by include Hit Points, skills and other unnecessary maths (http://apocalypse-world.com/forums/index.php?topic=661.0).

I like the requirement for tactics, combat balanced classes and non-exception bits of D&D 4e. But I don't like the combat length, disconnect to roleplaying or volume of exceptions. Maybe I could use a limited hack of Dungeon World like this to play 4e the way I want...

Thoughts? Suggestions?

---
Notes: Other background rules to make this work...

I'm using the idea of areas similar to that outlined by Mike Mearls (http://www.enworld.org/showpost.php?p=4112306&postcount=25). For example there could be five areas connected in a line: the entry tunnel; this side of the bridge; the bridge; the other side of the bridge; and the altar.

A Melee Attack can hit any creature in your area, and a Ranged Attack hits creatures in one area of your choice you can see. A Ranged Attack usually uses Dexterity instead of Strength for Hack and Slash.

Each round on your turn you can move to an adjacent (connected) area and also use a Move. You can swap your Move to move again to another adjacent area. (Seems complicated because everything is called "move", but it's probably clear if you've played 4e. Note there is no concept of shifting or exact locations - you are somewhere in the area.)

Monsters attack on their turn and always hold 1 on Hack and Slash. (This helps explains to my confused new players why the DM never rolls. ;) )

Opportunity Attack: If an creature willingly leaves an area or uses a Ranged Attack one of their enemies in the same area may hit them for normal damage. A creature can only make one Opportunity Attack each round.

You can add this simple related move to the Ranger playbook improve them as a mobile / ranged striker:
• Nimble Strike: You can cancel one Opportunity Attack per round.

Pull a Stunt (Dex)
No real changes needed, just a couple of notes:
- You can only move yourself up to three areas when using the "Put yourself where you want to be" option of this move. Add "(up to three areas away)" at the end of this option.
- "You take no damage in the process" means cancelling all Opportunity Attacks against you.

19
Dungeon World / Removing the last unnecessary escalation?
« on: January 05, 2011, 05:53:32 PM »
OK I'm not talking about escalation in Dogs, which is awesome, but unnecessary mathematical escalation.

IMO D&D has been plagued with unnecessary maths (THAC0 anyone?) but recently I've become sick of unnecessary mathematical escalation. My chance to hit goes up, so the monsters AC goes up. My AC goes up, so the monsters are better at hitting. Also, I need a better magic sword and armor all the time to cope. Nowhere is this more evident than in 4e where almost everything goes up every two levels. (And where forum posters complain if the escalation maths is not perfect.)

I suppose you could say this doesn't really matter in a world of personal computing where character sheets can be updated automatically. Only this doesn't work if you level in the middle of a game and I hate it that players have to check their sheet everytime they need to make any roll because their Stealth bonus has gone up again.

So I was shopping around for a game that felt like D&D but didn't have this problem (and improved some other things for my play style) and found Dungeon World / Apoclaypse World and I'm very, very happy. Sure your stats jump every few levels and the moves make you tougher, but basically the unnecessary maths escalation is gone.

Well almost. There is still Hit Points (HP). My HP go up every level, and so does the monsters. Some concerns I have with this:
- Unless my damage goes up in proportion won't fights get longer? Some people like this, but I'd like to keep fights short. Getting this balance right is hard, and some forum posters complain that 4e feels like a grind because the damage balance is not right. Dungeon World damage for most classes doesn't go up, so unless I balance the monsters right the fights will get longer.
- Players have expectations of HP per level for monsters, and if you push this too far I think they will cry "wonky". Especially if my monsters start having 10 HP and are doing 25 damage per round to keep the fights short. I know my players are eventually going to as why they can't do the same damage.
- My DM experience feels like it needs to reset every level. I know now that 15 HP each for 6 monsters doing 1d8 each makes a challenging fight. But what are the right numbers when my characters go up a level or two. Sure I can wing this and have done for years, but do I need to?
- Move (power) design gets harder with HP escalation because you have to consider the impact in a broader context. In the draft version of Dungeon World there is a draft Cleric move called Penitence which is "When you take damage, you may take +2 damage. If you do take +1 forward to Cast a Spell." If the design goal is to make this more attractive as you level up then cool, but if the not then there is a problem.
- I'm concerned about how some existing Dungeon World moves like "Hack and Slash" cope with increasing damage. More in this thread: http://apocalypse-world.com/forums/index.php?topic=642.0

So based on my concerns above I am thinking of ditching HP escalation. My question is this: If I removed the escalation element of HP, that is your PCs HP never go up, would it still feel like D&D?

Next: A draft way to do this so you can see what I mean and to kick around.

20
Dungeon World / Clarifying "Make a Stand"
« on: December 19, 2010, 05:53:49 AM »
In the first game I MC'd of Dungeon World we had and interesting effect from the Basic Move "Make a Stand" that I agreed I'd try to get some advice on.

The Halfling Fighter advanced alone to the Goblin Village and was attacked by 10 Goblins. He "Made a Stand", rolled 10+ and chose "Deal Normal damage to the enemy" and "You also defend against all nearby enemies, they are all effected by this move" intending to hit and (with the damage roll) kill all 10 goblins. I ruled this was OK and in an awesome scene he slaughtered 10 goblins.

We debated after the game if this was the intention of the move. It seems out of proportion with the damage of "Hack and Slash" although you do need to roll 10+, take the hit and roll moderate damage.

So here's my question: is this an intended way to use this move?

By the way love this hack. It convinced me to buy AW.

21
Apocalypse World / SMG, MG and belt ammo
« on: September 22, 2010, 08:18:32 AM »
On the Forge someone noted the SMG says "area" in the Gunlugger playbook, but "auto fire" in the gear. Vincent replied it should be "autofire", which is cool.

MG has the same problem, but I love the idea of a belt-fed MG just continuing to fire on and on.

I was thinking that changing "auto fire" to "area" seems an appropriate Gunlugger "serious" gun option for an MG, about the equivalent of adding "ap".

Normally I'd just do this, but as I'm hoping to play the a Gunlugger at some point I want a second opinion. Thoughts?

22
brainstorming & development / Apocalypse World Tour
« on: September 18, 2010, 08:53:37 AM »
The flag day riots showed the brainers in Motor City the hard link between raw crowd emotion and the psychic maelstrom. They started to whip their people up to tap that juice. And the best way to tank a crowd is, and always was, full-throttle rock.

Now head-line and dive bands travel the the waste between the cities built in the shadow of ancient towers, hunting the juice-hit and barter so they can rise above the filth.

This is your world tour. Welcome to the apocalypse.

I’m with the band

Face: Someone needs to front the crowd and make them roar. Think Mick Jagger, Henry Rollins or Anthony Kiedis.

Solo: Making music is a talent, and you and your instrument on stage is the sole definition of the term. But did you bargain with the devil for the skill? Not just for guitar players, but think Hendrix, Slash or Frusciante hammering out an abnormally long solo.

Pace: A pace, a rhythm, is the base, the heart of a band. All the flash and clever solos won’t make a difference if the songs don’t hang together. Think the unknown bass player, the extra guitar player or that weird guy on keyboards.

Hammer: Music is a physical thing. Lose yourself while hammering the skins, animal drummer.

Manager: I found these guys playing to mutant rats in a garage. They’re gonna get me somewhere. Somewhere better.

Roadie: “I’m responsible for the bands overall musical direction.” “You’re our roadie.” (Satanic Sketches, D-Generation)

Yoko: “You can't fucking concentrate because your fucking wife! Simple as that, alright? It's your fucking wife!” (Nigel Tufnel, This is Spinal Tap)

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