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Messages - watergoesred

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61
Dungeon World / Re: So... Dark Sun
« on: July 01, 2012, 06:17:33 AM »
So you have seen the two AW hacks of Dark Sun, right?

Dark Sol and Dark Sol II. There's certainly ideas to be found in them.

 

62
Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 26, 2012, 06:40:08 AM »
This really is awesome sauce!

o   Illusion of Control: While you are not affected by any triggers, you can change to any of your three forms at will.
I don't get this advancement move. Or at least, I didn't realise from the other moves that you couldn't change between forms at will.

Is chaotic form meant to be the only way to trigger transformation? I got that the three triggers were sufficient for a transformation, but not that they were necessary. 

63
Dungeon World / Re: Ask questions - Cues, tips and tools
« on: June 21, 2012, 08:21:18 PM »
QFT and reference

Should that be stuff like "You stand before the steel door of the Vault. What lies behind it?" or "You hear skittering in the darkness. What creature of the vaults do you fear the most?"
those are awesome questions, but I think it varies with the group, there is no question that's 100% useful for every group.

However, I would be more subtle. The "Getting Started" paragraph and the "Ask Questions" goal should clarify what I mean.

Examples of questions I asked the recent first session:
• how works your magic?
• how's organized your tribe?
• why would the evil cult attack you like this?
• how about your thieves guild?

When asking question, you should look for what's interesting for the players and their characters. You are gathering details, facts, motivations, that set in motion the story and basically build themselves the fronts for the future sessions. They describe their dear homeland? Someone attacks it. They describe an enemy? You have him raise to power. They declare important facts about setting-specific details—like the wizard who learned magic studying on powerful magic tome wich allows the owner to control spirits, found in a mystical cave with walls covered by arcane signs? Then someone tries to steal her that tome, while the cave becomes conscious and starts to spawn evil elementals all around.

The book is actually very clear about all those things. Check this quote:
Quote
The first adventure is really about finding out what future sessions will deal with.

And I'm speaking like a pro while I learned how to write fronts yesterday.

64
The thing I like about this approach is that the answer to "why did she win" becomes more interesting than "oh, she's got more HP" and becomes "because she trained in the desert and knew to keep the sun behind her in a fight - at the last moment, her opponent was blinded and slain on the spot." and that says a heck of a lot more about the NPC in question.
This is really good stuff. Just keep going back to the fiction: building, broadening, deepening...

65
Dungeon World / Re: Lethality in Combat
« on: June 16, 2012, 05:13:33 AM »
'Hey those beetles are just getting angrier and nastier, every time you smash one down more swarm to fill the gap. As another mandible slices perilously close to your groin, your hopes about this course of melee seems like folly. What did your old mentor Darius tell you about giant beetles? Can you remember?'
This is golden.

66
Dungeon World / Re: Appendix: 100 Dungeon Descriptors
« on: June 13, 2012, 07:54:31 AM »
I was thinking about a flat list though. Something like the 100 knacks or 100 instincts.
Cool.

Maybe the Hypogeum Dungeon Dressing Tables is a good place to start hacking one together?

67
Dungeon World / Re: Appendix: 100 Dungeon Descriptors
« on: June 12, 2012, 06:50:41 PM »
Courtney Campbell has already made these! And I highly recommend them; comprehensive and useful! And free!

On Tricks, Empty Rooms, and Basic Trap Design has extensive room designs and furnishing descriptors. The companion Treasure goes into much more detail about furniture and other valuable  but mundane things found in a dungeon.

68
Dungeon World / Re: AP: In the Dark of the New Moon
« on: June 11, 2012, 08:40:09 PM »
I loved your Under the Dark of the New Moon adventure starter and this AP is equally excellent. I particularly liked all the details about decision points and dicing rolling; they gave me a good sense of how you were running the game, a valuable gift when I've never played in someone else's DW game.

When Dagoliir was trying to convince folks that their pipes were out of tune and that only he could fix them, the "worse outcome, hard bargain, or ugly choice" wording wasn't helpful AT ALL.  I think these results could be more effectively and evocatively worded.
Again, you could have used Parley here, even if the leverage is false (whistles out-of-tune and only Finn can fix 'em.) Indeed, the angle you ended up taking was basically the Parley 7-9 anyway: the cultists making Finn show them he could play the whistle sounds just like asking for concrete assurance of Finn's promise, right now!

69
Dungeon World / Re: Spellbooks and spells
« on: June 10, 2012, 07:28:12 AM »
This is a mad idea!

Would work well combined with Johnstone's spellbook creation move:

My spellbook… (choose up to 4 options):
?   …consists of multiple volumes.
?   …constantly reorders its own contents.
?   …has a reputation.
?   …is dedicated to a specific extraplanar entity.
?   …is beat to shit and falling apart.
?   …is bound in human skin.
?   …is engraved and decorated with gold.
?   …is lavishly illustrated.
?   …is made of metal.
?   …is my own creation.
?   …is perfumed and scented.
?   …is stolen.
?   …is written in a dead language.
?   …was made from the corpse of a fantastic beast.
?   …was written by demons.
?   …was written in human blood.

By default, your spellbook can hold up to a dozen spells or rituals. Give it a name and choose up to 2 tags for it:
?   Alive: Your spellbook is a living thing (+alive).
?   Copy: There are multiple copies of this book in existence.
?   Encrypted: Written in code that cannot be read by others without powerful magic.
?   Inconspicuous: Does not look or read like a magical tome.
?   Insight: Grants +1 to rolls involving one type of magic when consulted.
?   Large: Holds up to two dozen spells or rituals but is bulky and cumbersome.
?   Limitless: Holds an infinite amount of non-magical writing.
?   Monograph: Choose one subject from the Sage's list of specialties. Your spellbook contains extensive information about this topic.
?   Poisonous: Those who touch it, save for you, are poisoned. Choose a poison type.
?   Secure: Magical locks or wards prevent others from opening it.
?   Small: Holds half a dozen spells or rituals but is easy to conceal and transport.
?   Trapped: Those who open or read it without your permission suffer harm (2-harm intimate; applied, magic, trap). Choose a damage type.
?   Unusual shape: You spellbook is not a book. It is a scroll, perhaps, or a memory cube, a box full of intricate clockwork, a collection of engraved coins or knotted strings, or a deck of playing cards that must be laid out in specific patterns.
?   Warded: You always know where your spellbook is and who touches it.

70
Dungeon World / Re: DM Playbook
« on: June 07, 2012, 07:09:00 PM »
Trifolds are sweet but US legal is non-existent in Australia so it's painful paper size. For AW I even went  so far as to trim down A3 paper, more expensive and time-consuming, just because printing legal documents on A4 paper is so shit. I'm loving that the Beta 2.3 character sheets print so well on A4 paper.

71
Dungeon World / Re: Dungeon Starter Resources
« on: June 07, 2012, 02:24:30 AM »
That link didn't work for me. Is this the map you're referring to: Luka Rejec – Deep in the Purple Worm

72
Cheers! That's what I ruled in the game but I was never certain.

73
This discussion reminds me of a question: Do Cleric's make the Cast a Spell move to cast a rote? I'm guessing not by the name of the move but I can't find it discussed explicitly anywhere?

74
Dungeon World / Re: Newbie spellcaster question
« on: June 06, 2012, 06:46:08 AM »
thus allowed him to ignore one 7-9 cast spells result so long as he bled a HP into its semi-sentient gnarled wyzard-wood form.
This bit you said is really interesting. What amount of HP bleed?

I've made a similar move option. The short of it is changing Cast a Spell move so that certain wizard's, on a 7-9, will have the option to chose to lose HPs instead of having the option of taking -1 ongoing to cast a spell. I'm thinking something like damage equal to the level of spell cast. Fiction-wise, instead of disturbing the fabric of reality, I'm picturing shooting pain, hacking up blood, arcs of energy burning scars into the wizard's flesh...

The long story is that, in the campaign I've just begun, I want to have different paths of magic. One is golem-style magic: all sygaldry, material components and muscle work. That's how I've framed Grundloch's magic in the Bloodstone Idol adventure. Another way to cast a spell is by focusing magical energy through your soul--the soul acts like a lens. I got this idea from Kevin Crawford's Red Tide setting. Now, humans can channel as much magical energy as they like because they have a disembodied soul. Elves' souls, however, aren't disembodied; their body and soul are one. As such, soul magic wracks their body with pain; the more magical energy, the greater the pain--it's as if there's friction between magic and flesh and the flesh can burn to dust if the elven wizard tries to channel too much magic--usually when casting a high level spell. This is perhaps a disadvantage to playing an elven wizard, but then elves do live indefinitely, if they avoid violent incidents, and can reincarnate indefinitely if they don't. Plus, it makes soul stealing so much more useful. 

75
Dungeon World / Re: Evidence of Living Dungeon World at Gamex 2012
« on: June 05, 2012, 01:14:23 AM »
Right back at ya if you're ever in Canberra!

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