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Messages - noofy

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46
Woo!
I'll review issue one if you like :)
Um, sorry I diidn't contribute to issue one for various real life fabric disturbances, but I have some ideas ready to roll for issue 2, thus my suggestion for the theme is 'Make Maps, Leave Blanks...' focusing on minimal prep gaming for Dungeon World.

47
Apocalypse World / Re: Printing?
« on: March 31, 2013, 02:37:08 PM »
Dan from the bookguy32 https://twitter.com/Thebookguy32 has done a few bespoke prints and binds...
Maybe he can shed some light?

48
Dungeon World / Re: [Planarch Codex] Some jobs for adventurers in Dis
« on: March 28, 2013, 07:58:08 PM »
These are great! Maybe add some dangers (with suggested countdowns) to them too?

49
Dungeon World / Re: rule question about invisibility
« on: March 28, 2013, 07:54:49 PM »
If the wizard is touching himself... well, I'd prefer it if he were invisible ;)

50
Dungeon World / Re: Invent new Spells
« on: March 28, 2013, 02:44:33 AM »
GM: Hmm, okay, well the best you can manage is a lesser version: a 5th level spell that does damage like a fireball to one creature and stuns them momentarily. Drawing on the place of power gives you the raw energy, but you'll need a creature of electricity to aid you in the research. An elemental will be best, but even a few lightning-struck villagers will be fine.

Heh. And sure as sage is used as a smudgestick, the nearby village full of hero-loving villagers just happens to be full of potential candidates to 'aid' in the research... It also happens to be the hometown of the Fighter of the adventuring band who just so happens to  think that the Wizard is weak.

In addition, the cleric knows a thing or two about electrical elementals, worshipping the god of thunder and lightening after all. I wonder how she would feel if you asked her to petition her god to manifest an elemental to 'aid' in your research?

51
Dungeon World / Re: XP For Failing
« on: March 28, 2013, 02:36:09 AM »
*holds head in hands in agony* 'but. there. is. just. too. many. moves. Arrrrrrgh!   :)
Seriously, character development is wondrous and the unique mesh of group story, narrative tags and personalisation of what the moves actually are to each player make each advance after telling stories around the camp/tavern/guild fireplace, heck each XP is worth exploring fictionally and creating canon for your group's Dungeon World.

'So, what did you learn from that, and what does it mean now?'. Gold.

52
Dungeon World / Re: XP For Failing
« on: March 24, 2013, 05:49:19 PM »
Yeah marshall is right, the best dial to turn is the number of XP per level. Having XP on a miss is such a great feature of heroic adventure!

53
Dungeon World / Re: Low fantasy/magic?
« on: March 20, 2013, 06:01:24 PM »
What about using magic like in Monster of the Week?
Replace Cast Spells with Use Magic.

Use Magic
When you use magic, name your spell, say what you're trying to achieve and how you do the spell, then roll +Int.

If you get a 13+ Your spell works beyond your expectations! Apply an additional effect.
If you get a 10+, the magic works without issues: Apply your effect(s).
On a 7-9, it works imperfectly: choose your effect(s) and glitch(s). The GM will decide what effect the glitch has.
On a miss, you lose control of the magic. This never ends well.

By default the magic has one of the effects for every 3 Wizard Levels listed below, is effective immediately and can last for up to an hour, and does not expose you to danger, unwanted attention, or side-effects. If there's a glitch that will change.

Effects:
•   Inflict harm (1d4 damage per wizard level, magic obvious).
•      Pierce armour (render useless)
•   Enchant a weapon. It gets +1 harm and +magic.
•   Do one thing that is beyond human limitations.
•   Bar a place or portal to a specific person or a type of creature.
•   Trap a specific person, minion, or monster.
•      Evict a spirit or curse from the person, object, or place it inhabits.
•   Summon a monster into the world.
•      Communicate with something that you do not share a
language with.
•   Observe another place or time.
•   Heal 1-harm from an injury, or cure a disease, or neutralize a poison.

Glitches (one per effect):
•   You can't use that effect again until you Make Camp.
•      The effect is weakened.
•   The effect is of short duration.
•   You take 1d6 Mental Damage ignoring armour.
•   The magic draws immediate, unwelcome attention.
•   It has a problematic side effect.

The DM may require one or more of the following:
•   The spell requires weird materials.
•   The spell will take up to a few minutes to cast.
•   The spell requires ritual chanting and gestures.
•   The spell requires you to draw arcane symbols.
•   You need one or two people to help cast the spell.
•   You need to refer to a tome of magic for the details.

The GM may ask you how the effects or glitches interact with your Dungeon World - Be truthful now.

54
Dungeon World / Re: My Display copy of Dungeon World :)
« on: March 13, 2013, 02:24:21 PM »
Well, every book Dan makes is unique, so its a bespoke item and you can't get the same one....
That said, you could drop him a line and see what he is prepared to make for you.
http://thebookguy32.blogspot.co.uk/

55
Dungeon World / Re: Triggering "perception" things
« on: March 10, 2013, 05:07:04 AM »
Quote
Speaking of traps—keep your eyes open for them, too. The thief is your best friend there. They can stop you before you wander into a pit trap or fill the room with acid. Without one you’re not in dire trouble, but you’re likely to need to take your time and be extra careful. You can investigate an area by discerning realities, but you’ll be taking more risks than a skilled thief would.
When you’re unlucky enough to trigger a trap you might have a chance to get out of the way, throw up a quick protective spell, or save a friend—most likely by defying danger. Of course not every trap is so crude as to give you time to get out of the way. A well-built trap will have a blade in your side before you even know it’s sprung.
p.40
So yeah, sometimes the GM makes a hard move and they decide to reveal an (hitherto unthought of) unwelcome truth and plant a blade in your guts from a trap... Now that is HARD. But I love it.

56
Dungeon World / Re: Identifying Magical Items?
« on: March 08, 2013, 11:36:36 PM »
'magic' in an item could be anything you as a group dream up yeah? I'd say make it a stake question (even you don't know what the magic in the item is) to be answered in play.

Describe the item with aplomb, invite the characters to spout lore about what they (think) they know. I find John Harper's descriptions for his items in the temple of Ungu or the Slave Pits perfect examples of this type of play to see what happens.
Quote
Stoppered Jug
A heavy crockery jug with an old cork and a thick coating of red sealing wax.
What could be inside? Maybe it is a magic potion!
Maybe you should chug it down like cheap wine!
Quote
Ungu’s Venom
A glass vial of black, sticky poison taken ages ago from the dead fangs of Ungu.
The very best thing would be to throw it in some chasm, for it will bring only pain and trouble.
Seriously, what are you doing with this? Get rid of it, it can only profit evil. Why are you putting it in your pocket?

Or you can simply encourage the players to find out by trying it on...
Quote
Ring of Beckoning Shadows
This beautiful ring is affixed with a multi-faceted gem made from crystal- lized shadow-stuff. The shadows you target with this ring become a portal for you and your allies. Name a location, describing it with a number of words up to your level. When you use the ring, Roll +INT.
On 10+ You arrive safely. On 7-9, Choose three:

*Your own shadows are not severed
*You don’t attract planar attention
*You arrive at the destination
*The gem is not fractured, ruined

Fail, and God help you

Ask the players what they want the 'magic' to be and make moves around the potential of their concept for the magic items. See what you come up with at the table. One of our most memorable magic items was Tonks the Wizard's book of miscellaneous world trivia that after study during make camp always came up with a 7-9 spout lore tidbit of interesting information on the current situation.

57
Dungeon World / Re: My Display copy of Dungeon World :)
« on: March 06, 2013, 09:52:34 PM »
Oh don't worry Dan, Its getting use, I meant 'display' as in 'on display' so that when I introduce the game to folks, I use your wonderful book first, sitting in the middle of the table for all to see and peruse and have the normal version as my GM reference. :)
Its such a great looking and feeling book!

58
Dungeon World / Re: Custom Move critique
« on: March 04, 2013, 09:26:41 PM »
Monster Moves are GM moves. ie: when the players hand you a golden opportunity on a plate (a miss for example), make as hard a move as you'd like. Monster moves fit quite nicely into this category.

Custom moves are sweet for monsters or traps or enviroments "Dungeon Moves", that are in your prep and you'd rather not have to 'wing it' on the fly, though I quite enjoy working off narrative cues and tags myself, and generally make custom moves ad-hoc to antagonize the situation as the players discover our unfolding story through their moves and interaction with the dangers and threats. -t- and Lucacc give great examples of this in process. The Minotaur custom move is pretty sweet though.

59
Dungeon World / My Display copy of Dungeon World :)
« on: March 04, 2013, 09:19:13 PM »
Dan (thebookguy) made me an AWESOME bespoke version of Dungeon World! Woo! It arrived not two days after my Hardback copy. He's the man.
 I just had to share its magnificence with you all :)





60
It Arrived! Battered and bruised, but it arrived!!
Woo Hoo!

'Take 1 hold over us and spend as you see fit', oh and 'Destroy the Skeletons First'.
I'm so happy. Thanks for all your support guys. :)

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