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Messages - watergoesred

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Dungeon World / Re: Multiclass Dabbler
« on: October 30, 2012, 06:48:08 PM »
So, in short, Version A gives the optimizer very little additional power compared to Version B, while Version B presents a big trap to new players. I think it's clear that Version A is the superior rule.
This analysis of potential game playing seems pretty right to me.

Dungeon World / Re: Necromancer Class?
« on: October 18, 2012, 03:37:57 AM »
Check out: The Specialists [Compendium Classes]. There's a mention of a Necromancer class in the last post.

In the Sample Campaign Front, it looks like the Grim Portents are listed under the wrong Dangers.

That is, the Grim Portents for:
- the Dragon seem to be under the Magmin
- the Dragon Cultists' under the Dragon, and
- the Magmin's under the Dragon Cultists.

O, and this frickin' amazing brilliant work! Very helpful and tidy.

Dungeon World / Re: Counterspell & Monster Spell Level
« on: October 15, 2012, 06:22:20 PM »
I really like your latter version: having to pick multiple times makes the choice even more difficult. Which is a good thing.

Dungeon World / Re: A difficult shot--possible but unlikely
« on: September 26, 2012, 06:38:45 AM »
Yeah, recently the thief in my game decided to clamber across a thin goblin rope, 30 or 40 metres up, spanning the width of the large cavern; then he swung on to the Bloodstone Idol's crusty clay shoulders, looped a long length of rope around it's 8 metre clay neck and used his own body weight and pendulum force to slice the Bloodstone Idol's gigantic head clean off its shoulders.

I was a little incredulous at first but kept reminding myself how cool it would be if he pulled it off. So I didn't set a difficulty level or anything, I just asked lots of questions about how he was doing it and asked for few rolls, which in the end was more than enough. The last roll was a 7-9, and I offered the ugly choice of something in his pack shattering (and o man did he have some choice loot) or d6 damage from the fall. I knew he had 5 HP so I thought he might take the damage, and he did and rolled a 6.

He didn't go through the black gates but did come back a changed man. I thought it was pretty epic result in the end. A crazy idea, worked and paid for in full.

The constant risk in DW is that no matter what action you take, things could go very badly, very quickly. The difficulty is baked into the fiction, into the consequences of PC actions, both expected and unexpected. It's less a question of "Can I do this?" and more "What's it going to cost me to do this?".  

Dungeon World / Re: 2 revelations on Impending Dooms
« on: September 20, 2012, 07:26:03 AM »
Thanks! Now I get what you mean. Focusing threats on characters bonds will make them more central to the game and help players resolve them quicker and gain XP. It is pretty obvious really but I haven't been doing it during my prep.

Dungeon World / Re: 2 revelations on Impending Dooms
« on: September 19, 2012, 08:49:15 PM »
2) makes total sense. I never thought of dooms as fledgling fronts and that should help me deal with a Front that grows to big to handle.

1) I don't really get. I've never made a doom to directly target a PCs' bonds. Ask the player all sorts of questions, use their answers to find out what the PC wants and target that, sure. I'm just not seeing why you're emphasising questions about their bonds specifically. But maybe I'm misreading you.

Dungeon World / Re: Battle, hard moves, and golden opportunities
« on: September 10, 2012, 08:53:18 PM »
This is a sweet discussion. I never grokked how to good "Reveal an Unwelcome Truth" could be!

Dungeon World / Re: Perilous journey & recruit tweaks
« on: September 09, 2012, 08:45:10 AM »
I like the int, con, wis hack too

Dungeon World / Re: Aiding/Interfering and the game fiction
« on: September 09, 2012, 08:32:39 AM »
Great worked example noofy.

Dungeon World / Re: Defend
« on: September 05, 2012, 06:53:08 AM »
I see: both offensive and defensive actions can deal damage. Yeah, that's  makes sense. Thanks.

Dungeon World / Re: free DW module: The Indigo Galleon
« on: September 05, 2012, 06:49:50 AM »
Great write up!

Dungeon World / Re: Defend
« on: September 03, 2012, 11:50:05 PM »
Defending yourself is certainly an option. It amounts to giving up on making attacks and just trying to keep yourself safe.

Reading the pre-release pdf and it struck me that "giving up on making attacks" could mean when you're defending yourself you can't pick  option 4: Deal damage to the attacker equal to your level. Is that right?

Dungeon World / Re: Custom Move: Dungeon Prep
« on: August 29, 2012, 11:34:58 PM »
That's actually how I often use everything on a Dungeon Starter. I still use moves as moves, but sometimes I use just their color and what they imply.

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