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Messages - noofy

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16
Dungeon World / Re: 7-9 on Heal. What to do?
« on: August 30, 2013, 07:05:23 AM »
ok, now I ask a question: why all this custom move things when the discussion here is about "draw unwelcome attention"? It's not that the gm can do whatever he wants on a 7-9 of cast a spell. The pc decides which option he likes and the gm follows that, period.

Hmmm, Yes that's true Adam, but really, that's what the list of GM moves is for isn't it? When you need a little prompting to come up with a cool narrative twist. All the GM moves can be manipulated to fit within the 'you draw unwelcome attention or put yourself in a spot' choice on the cast spell list. In fact, the examples given under each GM move only need a little bending to fit this particular situation.

So really, if you can't come up with a 'spot' for the player to be in, scan the list, cue a move you like and go with the flow. Its bound to make the character's life more adventurous!

I would presume that Sage and Adam conceived of it that way. In a sense the player is saying, 'yup I cast my spell, but you get to hit me with one of your moves too (gulp).'

17
Dungeon World / Re: Help noob with custom move
« on: August 16, 2013, 10:04:19 PM »
I'd come at the problem from defy danger. (The danger being whatever you like from the old forest)
Depending on how the players narratively say they are traversing the old forest - fiction first always -  suggest the characteristic they are defying danger on and make the danger clear, transparent and present. That way on a 7-9 you can offer any of the suggestions listed above as hard bargains, ugly choices, difficult spots or perilous consequences. On a miss, well just make the hardest move you like.

18
So baldy manages to defend, gaining one hold and drawing the leech's attack. Whilst Shorty manages a near hit with his axe hack and slash, causing some damage to the beast, but when offered the hard bargain - of only retaining his embedded axe if he holds on and is dragged into the air - he accepts with glee, and is promptly swung up above the melee.


19
Two hard-headed mercenaries kill monsters and cause havoc in their search for money, fame and adventure.

So here's the idea - Skullkickers was made for DW, especially since Edwin does the line art. So what I propose is that we all contribute to using rules to mechanically (and narratively) describe the strip in DW nomenclature. Fiction first always :)
Of course this will lead to individual interpretation of what moves / GM moves / Bonds / Tags / Conditions apply when, as the story unfolds, but I thought it would be a great way for new and veteran players to analyse the fiction and draw out the way in which the AW engine can cope with such wonderful comic-book story telling.

In fact, each page is almost a move (sometimes two or three), all snowballing into each other. So I thought I'd start and leave the next page open for someone else to have a crack at how they see the strip in 'game' terms.

I'm assuming we have a Dwarven Barbarian and a Human Fighter; Baldy (who's signature weapon just happens to be a golden revolver). Our Heros have started the game in a tense situation - namely at the lair of a leech like monster who has been terrorising the local village.



Baldy attempts to spout lore about the leech like monster and fails miserably. The GM makes their move of revealing an unwelcome truth - that the monster is just about to burst from the hole....

20
I'm much more interested in the move the Dragon makes if and when Rogar manages to fictionally position himself to engage in deadly melee with said dragon and fails his hack and slash roll.

22
Apocalypse World / Re: The Crests - Water, Surf, Bro's and Blood
« on: July 24, 2013, 12:39:31 AM »
Oh I love the situations and characters you and your group come up with Judd :)
Brilliant as always! Make more maps, yes please.
Can't wait to hear more. Any custom moves? Love letters?

23
Dungeon World / Re: First Play of Dungeon World
« on: July 24, 2013, 12:25:38 AM »
That's so awesome Bob! Yay! Can't wait to hear more of their adventures and the development of their characters and the Dungeon World you are creating together :)

24
Yeah, James is wise. The cleric doesn't need to invoke any move other than a GM move.

This can be tricky if you are the GM and haven't been used to not rolling for stuff. But just scan your list of moves and make one that feels right.

'Sure you could bend the bars a little, but its gonna make you weak.' (Show then them consequences and ask)
'You bend the bars with all your might, but to no avail. You need to heal/rescue/support the fighter, so they can flex their mighty thews, what do you do?' (show a downside to their class)
*turn to the thief* 'You know the cleric has got no chance of bending those bars, there has to be some other way of escaping, what do you think?' (reveal an unwelcome truth)
'You can bend those bars sure, but you'll need a lever of some kind that you don't mind bending in the process.... The unconscious fighter's two handed sword perhaps?'(use up their resources)
'You bend the bars and the thief slips through.' (separate them)

25
Well, is there a fighter in the party? If no, then sure, let the cleric defy danger on STR and try to bend the bars. , The danger being that he injuries himself in the process with a torn shoulder or causes a ruckus and the guards arrive or he manages to bend them a little, and the thief gets stuck. Or even pray to his god and defy danger on WIS, thus defying the danger of rejection by his god, or being drained through prayer, or attracting the ire of demonic entities...

Go with the fiction.

Oh, and if you have a fighter? Well hey, let them step up, be a fan of the characters and all.

26
Dungeon World / Re: Healing and the need for it
« on: July 07, 2013, 08:31:23 PM »
Ive leant more and more toward making HP like somewhat of a 'mistake potential' for harm (and healing), thus the fighter and paladin are far more risk - savvy than the poor, risk - adverse Wizard.

In our games, its the damage that takes you to death door that is the 'severe wound'. Anything else is just narrative colour - near hits, scrapes, bruises and so forth. Any broken limbs or severe bleeding or concussion etc. are referenced as a tag, inflicted as a hard (monster) move and narratively invoked is scenes for what they are. HP are more a measure, so when I deal damage as a hard move, or via hack 'n slash, its specifically taking away that 'mistake potential' resource.

So, in reference to the healing potential of clerics.... Its not needed, but it sure helps! I would ask a provactive question and state the consequences and ask...
'So Avon, you don't have a cleric in your party? What do you plan on doing if someone needs healing? Hire a priest perhaps? Rely on herbs and potions? Avoid combat? Learn a new skill as you become more experienced? (level up with multiclass dabbler)'

This then gives you good hooks to tap into and antagonise as part of your emergent story.

27
Dungeon World / Re: custom weapon questions
« on: June 30, 2013, 03:48:37 PM »
Sure! Be a fan! Give him the plate, but ask LOTS of questions. You can make GM moves right from the get go. 'Tell him the consequences and ask', remember?
Where did you get your armour?
Which armourer made it?
What does it mean to you?
What would you do if it was damaged or stolen?

Tie in bonds. Do you have a thief? Ask provocative questions. 'Hey thief? Did you steal the Paladin's armour once? Why?'
Then open the game with action, remember? Have the armourless paladin confront the witch who purloined his armour (instant stake question - why did she do that?!), with the townsfolk selling her out to safe their own necks, (given the paladin's history). Except that the witch is the wizard's mentor, or the fighter's mum, or the armourer's wife or something tied in to the player's playbooks. Front load the situation with tension and conflict and make the paladin's armour the big deal the player wants it to be :)

28
Dungeon World / Re: custom weapon questions
« on: June 29, 2013, 04:09:11 AM »
Yeah, I'm with Jeremy. Forceful & Clumsy. Hit those tags on a golden opportunity every chance you get.

29
Dungeon World / Heritage Moves from Dark heart for all.
« on: June 28, 2013, 12:57:06 AM »
The lovely heritage move from Mr. Walton's Dark Heart of the Dreamer is one of my favourites and we've taken to replace the standard race moves as a basic move when you create a new character, even in a 'vanilla' game of dungeon world.

Quote
When you create a new adventurer, decide on your species, ethnicity, and cultural heritage, choosing anything or any combination of things that sounds interesting to you and the other players.
For example, I might play a marsh-dwarf witch who has some spiderlord ancestry.

Then, pick 2-3 heritage moves to start with, selecting from the “monster moves” that best match your heritage. No matter where or whom you come from, in someone’s eyes, you and your family are monsters.

I pick the Dwarven Warrior move “Drive them back,” the Spiderlord move “Enmesh in webbing,” and invent a move based on the character’s training in wilderness survival, “Scavenge for food and medicinal plants.”

At the beginning of a session or when you invoke your rights of blood and tradition (however you do that), roll+Wis. On a 10+, hold 3. On a 7-9, hold 2. On a miss, you still hold 1. (but I get to make a hard move) Spend this hold 1-for-1 during play to make a heritage move, just like that.

When you gain new appreciation for your heritage, add a new heritage move or change an existing one.

Asari Spurnheart, our dark elf paladin of Lolth for instance, took:
*Inflict pain beyond measure
*Use the dark to advantage
from the Dark Elf swordsmaster monster and
*Pass on divine knowledge
from the deep elf priest monster.

This has revolutionised our games! The lovely interpersonal meshing between bonds, heritage moves and alignment moves is gold. In our game, Asari uses her heritage move pass on divine knowledge in combination with I am the Law for wonderful scenes. In one instance compelling the Grumble, the Dwarven fighter's priestly hireling that lolth will devour all in the darkness and he best placate her with the 'gifts' of treasure that he found. He backed away and fled the underdark with Thor (the fighter's) gold and treasure. The found him later cocooned in webs, waiting to be digested by cave spiders. This triggered Asari's alignment xp stricture; Cause suffering for its own sake. Awesome.

Try it, its wonderful.

30
Awesome Marshall! Thanks so much.

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