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Messages - wightbred

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46
Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 23, 2012, 07:43:36 PM »
Our playtest:

We made a forest dungeon, the 100 hectare wood, with a cramped giant tree stump full of goblins, a group of hill giants and a bandit leader (Shank) running the show.

Two players:
- GT played Pain, a Goblin Werespider Ranger with a Stirge animal companion. Definitely female, to avoid any death in lust incidents with other spiders...
- Jim played Princess, a Hill Giant Thief. All the inns in the local village are named after Princess, but we aren't sure why yet...

As a first adventure, Shank summoned and sent the two of them to find Brin the Hairytoe slave who had not returned from a task at the hanging tree. Pain tracked him to the pit traps at the crossroads, where Brin had fallen in, and then been captured by Trollbabe the Troll. Princess talked nervously to the always hungry Trollbabe, and learnt that Brin had told a tale and put Trollbabe to sleep then escaped to get on with his task for Shank.

They travelled on to the hanging tree and found two Earthcutting Sunlovers (human farmers) and their dog looking cautiously at a small body lying directly under a larger hanging body. Princess slipped quietly away, but Pain stood gawping (the first in a series of failures that almost saw her level up). The Sunlovers advanced on the apparently lone goblin with their pitchforks, but she fled and the dog chased and caught her leg and mauled her again and again until she changed into hybrid goblin-spider with the pain. Princess jumped out before the Sunlovers could advance further and smashed one on the head with her club. Princess eventually knocked the first Earthcutter out and used its body to bludgeon the other into unconsciousness. She then went and killed the dog and rescued Pain from the mauling.

Now the two of them turned back to the two bodies at the crossroads. Princess went in and tried to search Brin's body which was lying under the tree, but Brin jumped up suddenly and asked why she was going through his pockets. Naturally Princess replied "what have you got in your pockets?" Brin jumped in and bit Princess messily on the hand so Princess smashed him dead. Pain was standing back and working out what happened before they arrived: that Brin had climbed onto the body to retrieve something; that the hanging man was a ghoul who bit Brin and then dropped him; and that Brin had turned into a ghoul. They started to talk to the hanging ghoul, Farley, who was trying to get them to cut him down. Eventually they decided whatever was happening was out of their jurisdiction, and they took Brin's body and went back to see Shank.

Shank was a little surprised to see Pain as a goblin-spider, but after their story sent them back to kill Farley and bring him the message Farley was carrying. When they got back to the hanging tree a Heretic Sunloving Butcher (human cleric) was torturing Farley by turning him and watching him spin. Princess snuck up and attacked, but they faced a tough fight until Pain shot the Heretic in the back with her bow. Princess took the Heretics armor as bracelets and then started beating Farley like a PiƱata. Farley begged for mercy and then Pain set him free accidentally with a failed called shot that hit the rope instead. As Farley ran off into the corn he threw his boot back at them with the message inside. Pain read it, even though she wasn't supposed to, and learnt that Shank had agreed with Farley's master to kill the local Sunlover lord as he rode past the hanging tree the next night - an attack that would likely kill most of the goblins. As they travelled back they had some shenanigans with Trollbabe who killed and stole the Heretic's horse.

Skipping ahead a bit... Pain didn't warn the goblins so most of them died in the attack when the Sunlover lord was killed. Princess died in the attack, but Brin's bite let her come back as a Restless Dead Mohrg on a roll of 7-9 on Last Breath.

Picking back up now they are Level 4-5... Our heroes discover a plot when they recapture Farley for his boss to kill Shank and not pay him by getting the new lord to hire Butchers (adventurers). Princess carries Farley suspended by his noose rope to the lord's castle and tells him of the plot and they shake Farley until he admits his boss is the Mayor of the local village. They then go back to Shank who tells them to hold up the Butchers and he will send help. An epic fight with three Butchers ensues, and Princess is killed, again, and Pain is down to 7 HP. But their forest home, or what's left of it, is saved.

47
Dungeon World / Number Appearing playtest and suggestions
« on: June 23, 2012, 09:42:15 AM »
Just finished my first playtest of the version of the Number Appearing supplement I've been sharing. Will post a writeup after I get some sleep, but here's the gist:
- Dungeon design went really well, but we thought of a couple of improvements.
- Basic play was great, but as the Lycanthrope became a Greater Lycanthrope some weird interactions started to happen on triggers. Worked out a solution that simplifies the race sheet and gets more shapeshifting flavor in (like the Druid).
- Hill Giant became a Restless Dead seamlessly. But then he died again and we needed a new bargain with Death. Hard to think of a bargain for an already undead creature on the spot, but we got there.

Let me know if you'd like a copy, and feel free to leave suggestions or typo shoutouts here. (Already picked up the ones I got via G+ so no need to repeat.)

48
brainstorming & development / Re: Farewell to Fear Hack
« on: June 22, 2012, 10:35:53 PM »
Great thanks. Heard you talk about the game on a couple of podcasts: brilliant concept! I'm really looking forward to seeing it.

49
Dungeon World / Re: Number Appearing brainstorm
« on: June 21, 2012, 08:59:53 AM »
Just finished the playtest version. Get it touch if you'd like a copy to run a playtest. I'm Wightbred on Google+ and Twitter.

50
Dungeon World / Re: Number Appearing brainstorm
« on: June 18, 2012, 07:23:41 AM »
Thanks all, this is gold. They align nicely with what I have but extend to other interesting places.

Not sure if it was the cold I have or tiredness, but I was seriously considering Julia Ghoulia as a ghoul name yesterday.

(Will put some thanks in the PDFs for these. I'll use your account name, but drop me an alternative if you'd prefer.)

51
Dungeon World / Number Appearing brainstorm
« on: June 17, 2012, 07:07:23 AM »
Putting the finishing touches on the playtest version of Number Appearing, and I need some more inspiration.

What names would you give a monster you were playing (goblin, orc, ogre, skeleton, werewolf)?

If these are possible facts about the small and sneaky races (goblins and kobolds) you could choose...
o   You are not born, you grow from fungus spores instead
o   You come from eggs, just like dragons
o   You are the immature form of a surprising bigger race
o   You hibernate in the winter
o   You usually form progressive governing structures, like democracies
o   You eat waste and refuse and would happily co-exist
o   Those murders were done by another race that looks very similar
o   You have an eons old pact with a powerful sorcerer, and are awaiting his return to complete your duty

What would be the same list for marauding hordes (orcs, etc) or towering brutes (trolls, ogres, etc)?

52
brainstorming & development / Re: Carnage Amongst the Worlds
« on: June 15, 2012, 09:29:46 PM »
Hold is a great way to think about it, and I might shift to that. Hmmm: lots of ideas sparked by that suggestion.

At present, in terms of the danger economy, I've been using HP as the threat currency right now. A swarm is 2 for 1 HP (because you kill two for each point of damage), minion is 1 for 1, elite is 3 for one and so on. The monster powers / moves also have a HP cost. The GM gets a total HP for the session and a maximum HP per adventure.

53
Dungeon World / Re: So, The Druid
« on: June 15, 2012, 07:36:11 PM »
I agree the Druid should go in the book. This is a strong class concept and would bring a real difference to a party. It's not quite "the nail that stands up defining the space" like the Battlebabe, but it is close.

(And I pushed hard for the Barbarian!)

54
brainstorming & development / Re: Carnage Amongst the Worlds
« on: June 14, 2012, 01:32:28 AM »
I have something but it is a bit too rough to post yet. I've been distracted by a Dungeon World project right now, but I will tidy it up and post it when I can. If you set up the thread to notify you it will let you know when I do.

List is sort of like Hx, but every +1 has a descriptor attached to it, and it doesn't reset. Things like "Sgt Freedy made me clean the latrines when it wasn't my turn". Essentially you add up the descriptors to get a List total. It's like Bonds in Dungeon World, but we've been using the term List since we started playing Goblin World as we like saying: "That guy is such a jerk, I'm putting him on the List".

55
Dungeon World / Re: AP: In the Dark of the New Moon
« on: June 11, 2012, 06:33:36 AM »
Nice write up!

We had a problem getting used to the fictional based order of action compared to the initiative turns we were used to. Got over it over time. And I wouldn't go back.

56
brainstorming & development / Carnage Amongst the Worlds
« on: June 09, 2012, 10:09:13 PM »

I love the way Apocalypse World handles drama. And I love the way 3:16 handles scenes of carnage. A while ago we played Dungeon World wrong and got a touch of Gregor Hutton's 3:16 in our AW, and it was very, very cool.

There are a range of genres that combine (melo)drama and carnage. And I pretty much like them all:
- Martial arts massacres
- Samurai epics, like 13 Assassins
- Spaghetti westerns
- Zombie apocalypses
- Clone Wars (no blood, but count how many clones and droids die each episode)
- The grim-dark of the far future
- The butchering "heroes" fantasy stories, like Conan

I've already made and played a bunch of games that tried to get to this fun by using AW or 3:16, including Butchers and Thieves, Deathwatch 3:16, and Clone Wars AW. But the 3:16 hacks lack (melo)drama and the AW hacks lack carnage. We also only play them as short 3-5 campaigns so I want commonality of rules so we can shift quickly.

So I'm going to bring (melo)drama AW rules together with 3:16 carnage rules to make a fast-play core game that does both. Then I'll be able to quickly reflavour with just playbooks and gear to hit a different genre. I'm aiming for a fiction based (melo)drama game, that shifts seamlessly to a tactical carnage mini-game and hits all the genres I want.



I've written up a bunch of moves that people would recognize, but here is some of the more interesting stuff:

Flashback (vs Focus)
When you have a flashback cross off a List item you have with another PC that relates to this situation, describe a flashback with them to a critical point and then roll vs Focus.
- 1 to 3: The flashback is indecisive. Choose 1.
- 4 to Focus: The flashback is a good outcome for you. Choose 3.
- Miss: The flashback brings only pain. The MC will make a very hard move.
Options:
- You are the Master
- The other PC is not the Master
- You are not as badly wounded as you thought, uncheck one box
- You gain extra energy or an insight, take +2 forward to your next roll
- You have something you got from them earlier
- Both of you may add new List item with each other

Resolution mechanic:
- Roll d10 and compare it to the relevant Stat:
- A roll of 1 to 3 is a partial success
- A roll of 4 to Stat is a full success
- More than Stat is a miss
- A roll of 10 is always a miss
- If the action causes damage the roll also equals the damage dealt, or number of enemies killed, or the amount looted.
- Taking +1 forward or +1 ongoing both temporarily increase the Stat not roll.

I realize this isn't what everyone is looking for from an RPG, but I welcome people's suggestions and ideas. I'm pushing on with it because I've done enough hacking to know it will give me exactly what I want.

57
Dungeon World / Re: Ipad App
« on: June 09, 2012, 09:31:45 PM »
I'd also happily pay again for something this good.

But we are about to hit $35k, so I've got my fingers crossed this will come as a stretch goal

58
brainstorming & development / Re: Farewell to Fear Hack
« on: June 09, 2012, 07:32:49 PM »
Unfortunately I missed the kickstarter, but. I want to get this with the AW rules? Will I be able to buy it?

59
Dungeon World / Re: DM Playbook
« on: June 07, 2012, 09:49:35 PM »
Yes, A4 is much easier.

60
Dungeon World / Re: Dungeon World Dice Statistics
« on: June 07, 2012, 09:47:54 PM »
It burns! Ah! I can't unsee it!

(Nice work.)

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