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Messages - watergoesred

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76
Dungeon World / Re: Under the Dark of the New Moon
« on: June 04, 2012, 09:08:03 PM »
Very cool.

77
Dungeon World / Re: Evidence of Living Dungeon World at Gamex 2012
« on: June 03, 2012, 06:48:50 PM »
noofy, I'm so down with bringing this kind of awesome to Australia, provided its in the South East of the continent.

78
Dungeon World / Re: Dungeon World Kingdom Level Stats and Moves
« on: June 03, 2012, 06:43:33 PM »
noofy, just to check: for NPC companies, did you give them Reign "stats"? I'm guessing not, that you just set them as standard Fronts but I wanted to check.

79
Dungeon World / Re: Ask questions - Cues, tips and tools
« on: May 31, 2012, 06:49:41 AM »
Hey noofy. I think we're totally on the same page, I liked this as an additional cue for question because it neatly encompasses a lot of the complexity of being a social, emotional, physical being.   

I hadn't thought that the (words) were jargon terms for a particular system. I just saw their plain english meaning as useful. Like, when I see (profession), I think both of a PC's class but also their other roles in the fiction, e.g. Marlow's the thief in our game but also has a job as a job with the University for Pelgun as field assistant to a Professor of Archaeology.

Hey JBMannon.
Snap! That line of questioning is cool. Along the same lines, I'll ask a player, "What have you heard about / know about...", followed by asking another player "And what's really going on...". This establishes differences in perception and can broaden the fiction around NPCs, events, organisation, etc.

80
Dungeon World / Ask questions - Cues, tips and tools
« on: May 30, 2012, 12:18:16 AM »
One idea I had is using the Extended Character Concept Generator, from Deeper in the Game, as a cue for questions to ask player characters. For example, I imagine looking at and then saying

"You're a mercenary right, from down South. But what's your reputation round here? What have you done to earn that?"

"What social status can a follower of the Veiled One expect? Do you think that's right?"

etc.

Extended Character Concept Generator
A (personality trait) (profession/role) trying to (goal) despite her (flaw).

She wants to become (profession/positive trait), achieve (social status), overcome/move beyond (past trouble, mistake, tragedy). She believes in (ideal or personal credo) and can’t stand people who (believe other credo/behave in a certain way). People know her as (reputation) and expect that she will (achieve/fail/become something).

She is a part of (social group), is expected to obey (authority figure), assisted by (friend/group of friends), is opposed by (rival group).

She wants to earn respect/love of (NPC), see (NPC2/rival group) get their just desserts for (dirty deed), help (NPC3) deal with (problem/flaw), fulfill (promise made) for (NPC4), and protect (NPC5) from (personal flaw, danger, other NPC or group).

81
Dungeon World / Re: More quotes?
« on: May 29, 2012, 08:49:40 AM »
“I also felt guilty about the three pens I’d stolen. And since there was no convenient way to give them back, I stole a bottle of ink before I left.”
Kvothe, The Name of the Wind

“There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man.”
Kvothe, The Wise Man's Fear

"When the dead do walk seek water's run,
for this the Dead will always shun.
Swift river's best or broadest lake
to ward the dead and have and make.
If water fails thee, fire's thy friend,
if neither guards it will be thy end.”
? Garth Nix, Lirael

“..The argument he was conducting with his neighbor as to whether the English magician had gone mad because he was a magician, or because he was English.”
? Susanna Clarke, Jonathan Strange & Mr Norrell

“And all the nursemaids and kitchen maids I ever knew when I was a child, always had a aunt, who knew a woman, whose first cousin's boy had been put into just such a box, and had never been seen again.”
? Susanna Clarke, Jonathan Strange & Mr Norrell

82
Dungeon World / Re: +Messy
« on: May 28, 2012, 09:46:15 PM »
Nice! Cheers! I'm sure Hob will make bloody work of it.

83
Dungeon World / Re: +Messy
« on: May 28, 2012, 08:09:13 PM »
We used the custom move that allowed carry-through damage for 'big' hits.
What's this move? It sounds interesting.

84
Dungeon World / Re: HP, damage and the fiction
« on: May 28, 2012, 07:02:27 AM »
Thanks noofy. It took me a bit to get what you meant by the hit, but of course now it's obvious. And calling HP a measure of mistake potential is a nice approach.

I think I ask my players to narrate their damage dealt or felt. And I really like your use of counters for HPs. I'd been planning on using them anyway next game for tracking hold, XP, and hard moves as per AP - Dungeon World: The Goblin Hole 5/12/12. HPs just adds to the fun!

85
Dungeon World / HP, damage and the fiction
« on: May 27, 2012, 09:14:26 PM »
How do folks embed damage dealt, either to PCs or by them, in the fiction? That is, how do you describe the loss of HP, the effect on the world made by the damage?

Do you just wing it? Or do you have lists of injuries categorised in terms of injury-mechanism (weapon-type, falls, drowning, etc.) and intensity (2 damage vs 12 damage);  even if those lists are in your head?

Do you narrate HP loss solely as bodily injury and stress, or do you also include mental stress, loss of heart, failing skills, slowed movement?

How do you narrate in armour and being thrown about, without treading on the toes of specialised tag effects like +Messy, +Piercing, or +Forceful?

And do you differentiate descriptions of injuries from damage and from taking a debility? Like, when a debility makes your ears ring and vision blurry; do you keep those fictional elements only for debilities? Or are debilities somehow more severe--like deeper wounds or hits that have acupuncture-like precision--or more complicated--like infections and an accumulation of straws that break your back? Or do narrate debility effects the same as other standard HP damage, it's just this time the blow to head has more mechanical reinforcement?

86
Dungeon World / Re: Dungeon World Kingdom Level Stats and Moves
« on: May 25, 2012, 09:26:07 AM »
Your notes are really great! I'm totally going to follow your approach in my game.

87
Dungeon World / Re: Mass Battle Move Sheet
« on: May 25, 2012, 07:45:56 AM »
I suppose this could be tweaked to work for espionage and information warfare by setting the grim portents appropriately and maybe rejigging the Battle Moves.

88
Dungeon World / Re: Mass Battle Move Sheet
« on: May 25, 2012, 07:27:25 AM »
This is a very neat idea.

This looks like it would scale quite well. How the opposing forces compare--who has greater numbers, who has the better position, who has the superior soldiers--will determine what bonus the players get for each Battle Move. For example, against the village militia, a squad of light cavalry might get +2 melee attack bonus. But against an ogre warband, the same cavalry might get no bonus at all.

What's really cool is you've departed from the usual Move structure of roll+(pre-calculated)stat. Here, the stat has to be calculated each time, largely depending on what established in the fiction. You've managed to load the comparison of HP, weapon damage, unit size, etc. into single stats. Genius!

I can imagine checklists to help calculating the bonuses for each Battle Move. Like for manoeuvre:
Do the player's forces have
- a fortified position or are they going against one
- access to faster units
- greater numbers
- unique access to certain types of movement (flight, burrowing, swimming, secret pathways)

This makes me think that the grim portents can really define the length of the engagement. So you could frame the grim portents to set up a siege situation. If player's were laying siege against a keep, depending on the player's plans, the grim portents could be:
1. Mines dug under keep
2. Keep defenses weakened
3. Keep surrenders
As such, some of the player attacks would involve undermining walls, likewise failed attacks could mean the defender discovering (and killing) underminers.

This is exactly the sort of thing I've been looking for for my fledgling DW campaign. Thanks for sharing!

89
Dungeon World / Re: Wealth: Special move
« on: May 24, 2012, 03:00:27 AM »
Those moves are so good.

Oh for reference, I've been using each Steading 'stat' of 5 tags as a scale from -1 to +3 that can be added to kingdom moves.
Aaah! I thought that's what you might have done. So something like:

  Influence -1
  Might +2
  Sovereignty +1
  Territory 0
  Treasure +3

Are you combining these stats when making a Kingdom move--just as Reign Company actions combine two qualities?

90
Dungeon World / Re: Wealth: Special move
« on: May 23, 2012, 08:07:03 PM »
noofy, I've been eyeing off Reign Companies for my Dungeon World campaign, it's  good to hear they worked well for you.

I second stras. I'm dead keen on understanding how you got Reign Company stats to gel with Dungeon World Moves, like those you mentioned for military and diplomatic conflict and for accounting for financial resources.

And would you use the Reign Company rules again now the Beta rules are out? Or do you think new Steadings rules and Custom moves would work just as well?

And did you use the Reign Company rules or something similar to follow the principle: "Think off-screen, too" on the "Kingdom level"? Like for resolving diplomatic or military clashes, or for espionage or terrorists acts. Or did you just use your Front and GM moves?

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