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Messages - Michael Pfaff

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16
Dungeon World / Drowning
« on: July 21, 2011, 12:54:19 PM »
Anyone have any good advice for drowning or custom moves?

Saving Throw doesn't seem to work very well, so I used Defy Danger which is obvious, but on a failure drowning immediately seemed weird.

So, I had them take damage. Which also seemed weird. Perhaps I should have followed up with impending doom, like, "You start to feel your lungs fill with water..." and, then had them roll another Defy Danger? I don't know.

Just looking for general advice / ideas / custom moves. I foresee more swimming occurring and I'd like to be better prepared. :)

17
Dungeon World / How much $$?
« on: July 18, 2011, 12:05:07 PM »
Has the price for the Gen Con product been announced?

Thanks.

Mike

18
Dungeon World / Re: Critique of AW
« on: July 18, 2011, 09:15:53 AM »
I changed the highlighted stats yesterday to be:

The person you have the highest Bond with highlights one.

Then, you highlight one.

----

I found the XP gained improved a lot. This may be something you might try.

It seemed to work better for DW too than me as the GM highlighting one of the stats. The player actually gets to say, "What do I want to see my character doing?" Maybe they're going into town (Cha might be more important!), or know they're going to face some high level threats (Con baby!).

A lot of times it was the highest stat, but surprisingly, a couple players chose something else. Our Paladin with a +2 Cha decided to highlight his +0 Str, and his high Bond player chose his +1 Con.

It worked out pretty well, and took a lot of burden off me as the GM to make sure I was being "fair" about it.

19
Your Hx resets to -1 with them.

20
Dungeon World / Re: Alignment and Interferance
« on: July 10, 2011, 11:06:29 PM »
That's a good point about anti-conflict, which can sometimes be +boring.

21
Dungeon World / Re: Alignment and Interferance
« on: July 06, 2011, 04:29:30 PM »
[edit] Furthermore, do I mark XP when I run away from a fight?

Sounds like avoiding conflict to me. :)

22
Dungeon World / Re: Dungeon World Gamma
« on: June 28, 2011, 09:02:26 PM »
I'm digging the slow pace of the next release. Gives us time to soak in the latest.

Gotta say I am itching see what's to come though.

23
Dungeon World / Re: Ran my first Dungeon World
« on: June 28, 2011, 01:18:37 PM »
Sounds fun.

It does seem like a lot of people coming straight to Dungeon World without playing Apocalypse World first are not understanding the "hold" stuff right off the bat.

Good feedback.

24
Dungeon World / Re: Moves and Holds
« on: June 28, 2011, 01:15:07 PM »
What's the link to your PbP game, Michael? I'd like to read along if possible.

We're playing on Snail's Pace. Just click the "Dungeon World" tag to sort through our game. Octoscott is currently DMing and he's doing a swell job.

There's also some really neat Apocalypse World games going on there.

25
1) That's not what I said.

2) An experiment. Stand next to your mirror and throw a punch at it. Don't actually hit it of course, just get close enough so you can see how close you would need to be to actually hit it. Now, lie on your back with your feet toward the mirror. Throw a punch at the mirror now. Hell, throw a punch at your feet. Let me know how it goes.

26
So, wait, you're crawling over to him and slashing at his ankles? Um, yes, Defy Danger.

What about range? Slashing someone with a sword while standing toe-to-toe with them makes sense. Slashing at someone while on your back or belly...? Not so much. Maybe if you had a spear you could thrust at them from that far away. Maybe kicking at him to keep him at bay (watch some MMA and you'll see what I mean). Sure. But, your reach is severely limited on your back.





27
Dungeon World / Re: Moves and Holds
« on: June 27, 2011, 03:03:39 PM »
How is "Spout Lore" or "Discern Realities" a risk? Suppose the PCs are rolling (which according to the rules, they are) and they get a 6-, what would be something a GM could do that would make using these moves risky?  

Ovid: I cover my face with my silk hand-cloth. "Wretched." Then, I kneel closer, trying to examine the bones and figure out what I can about them.

Discern Realities: 4...

DM: You're busy looking at it when Ovid shifts to get a closer look and his boot rakes right across the bones, they clatter and fall loudly. The bloody smears making up some sort of sigil now disturbed.

The bones begin to vibrate, rattle and begin to come together. You see dark ropy tendons grow and bind them together as the sahuagin bones dance together and it begins to rise.


This is an example from our current PbP game.

The possibilities are infinite. Spouting Lore and Discerning Realities means you're doing something, interacting with something, examining things, etc.

Use those things to lead to the next part of the fiction on a miss.

Also, look to your Moves. Spout Lore miss is a perfect time to:
  • Reveal an unwelcome truth
  • Show signs of doom

28
Apocalypse World / Re: Advice requested
« on: June 25, 2011, 01:19:30 PM »
When you switch playbooks, you keep everything essential to your character. If that happens to be some gunlugger stuff, so be it. ;)

29
Apocalypse World / Re: Laying On Hands
« on: June 23, 2011, 11:40:17 AM »
Put a mark next to healing touch - you can't use it again until you find a way to heal it.

Amazing.

30
Dungeon World / Re: Magically Informative Loot
« on: June 23, 2011, 08:57:23 AM »
Michael, when the Savvyhead uses his workshop in your AW game, have you already pre-planned what you intend to have happen?

I don't see any more need to prep for workshop-style looting than the current move. I could prep encounters using the current rules and know that they'll loot each lair and corpse, so prep up items that I can throw their way if they get a hit on Loot.

For inspiration, that's why I suggested mini-moves though, similar to the list in the Savvyhead workshop rules, but maybe for the MC's eyes only. Moves are made in reaction to play, not as prep. Loot isn't a "front" (but, maybe it could be I suppose).

Hell, you could do up tri-folds with the Thief having a list of the MC's "treasure moves" similar to a Brainer having a list of fronts. That'd be neat.

I definitely agree about the show you something useful and interesting bit. That's what I want from treasure. Gems and Gold, sure. But, also interesting magical items and useful tidbits of information that lead me further into the game world.

Some awesome thoughts here. Lots of ways to move forward.

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