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Messages - mease19

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Apocalypse World was the first game that immediately clicked for me, as though it reached through the psychic maelstrom and spoke in the language of my mind. Vincent and Meguey are no shit designers and I love their voice in the rules text, conversational and evocative but frank. I love that the game trusts the players and encapsulates all that they need to know about their character in a playbook, all that they need to know about the world on the move sheet, and it elicits everything else through play. I love that the MC has procedures to govern and support their role at the table. I love the way information is structured in the game - the modularity of the moves, the hierarchy of moves/principles/agendas. I love how powerful language is in the game without taking away from the numeric mechanisms.  I love that the game-as-conversation works so, so well across formats from face-to-face to play-by-forum. I love that the game was meant to hacked and that the designers supported those endeavors in the text (and in person). I love how Apocalypse World pushes and pulls and seduces and manipulates you into the post-apocalyptic genre and how each of its hacks suck you into theirs. I love how mature the game is, how it demands humanity from you even in a world of scarcity. There is so much to love.

Dungeon World / Re: PbP, PbF
« on: July 16, 2013, 08:17:58 AM »
There are at least two games going on RPGGeek and  games have also been run on the Snail's Pace and Something Awful forums.

Dungeon World / Re: Dungeon World 'Lite' (Help New GM)
« on: July 03, 2013, 11:23:54 PM »
An obvious way to avoid high fantasy and silliness is to tell your players, up front, that you're shooting for serious low fantasy.  The rules are really robust and you can totally play DW as serious fantasy.  Just ask them to support that tone and occasionally remind them.  Also, make harder hard moves, make them make harder choices.  Don't put their happy kingdom in peril, give them a chance to evacuate some children from their occupied ghetto.

Dungeon World / Re: Zombie apocalypse and horror Dungeon World hacks
« on: June 26, 2013, 06:53:14 PM »
The Escape was my take on a zombie apocalypse in DW.

Dungeon World / Re: Diablo Hack For DW
« on: June 24, 2013, 07:17:04 PM »
There was a DW supplement for doing Diablo called Poor Tristram.  There was also a D&D3E Daiblo supplement that might make a good reference and starting point for conversion.

Dungeon World / Dungeon Starters, Microfronts, Ailments & Maladies
« on: June 10, 2013, 10:48:10 PM »
A couple people have been asking about supplements that I've made for Dungeon World over the years so I put them up on my site.

Dungeon Starters - A useful format for prepping the first session of a campaign or just a one-shot.

Microfronts - Another tool for GM prep that focuses on a single scene, like a mix of encounters and Side Treks.

Ailments & Maladies - A supplement for dealing with disease in Dungeon World.

Dungeon World / Re: Help approaching bonds differently
« on: April 25, 2013, 11:59:07 PM »
Bonds wipe at the end of the session.  Always write bonds anew with the characters present at the beginning of each session.  Any continuity is on the players to maintain.

So I picked up a copy of the physical book at pax.  What a nice little booklet!

Dungeon World / Re: XP For Failing
« on: March 23, 2013, 05:42:22 PM »
Yes, you still get XP for failing but I've found the advancement to be just right.  You could always increase the number of XP required to level if you thought things were going too fast...

Dungeon World / Re: Low fantasy/magic?
« on: March 20, 2013, 10:16:58 PM »
You can also just describe your "magical" abilities in a mundane manner.  A healing spell gets described as words of encouragement, a potion as a stiff drink from your flask.  A fireball gets narrated as sparking a cask of oil, and it's only like you're invisible...  I do this quite a bit in fact.

Dungeon World / Re: Identifying Magical Items?
« on: March 08, 2013, 10:12:02 PM »
Make them try it and defy danger but perhaps go with soft moves...

Dungeon World / Re: Triggering "perception" things
« on: February 24, 2013, 02:01:47 PM »
How are they used in movies?  They're usually soft moves.  You step on the mine and hear the click, what do you do?  6-, that's too bad, you see Chevar, the hireling in front of you, go down - a dart protruding from his arm (now you know there are traps here).  What do you do? You see the grenade on the door but the bad guys are closing fast - what do you do?

Just think how much damage a 2-handed bow could do!

Dungeon World / Re: Adventurer's Gear and other Abstractions
« on: February 16, 2013, 11:53:48 PM »
Edge case: in my current game, I totally used an adventuring gear use to produce enough coin to pay the innkeeper for a night's rest- sort of like that $20 you hide in your shoe, just in case.  It's not something I'd spam or otherwise abuse (in this case the GM kind of hand waved us into staying and I kind of hand waved us into having enough coin to pay).  How do people feel about using adventuring gear to be hardtack (1 ration), a single arrow (when at 0 ammo), a knife (when disarmed), poison (when surrounded), or trivial sums of coin? 

Dungeon World / Re: Awesome Points
« on: February 16, 2013, 11:40:36 PM »
Easy hack, at the end of the session, add the question "Did every character do something awesome?"  If the answer is yes, everyone marks XP. 


Put some tokens in the middle of the table.  Whenever you think someone else does something awesome, give them a token.  At the end of the session, tokens may be spent, 1 for 1, to:
- ask another character a question
- have them ask you a question

The former is less bookkeeping, fits within a preexisting mechanism, and has a token impact on the XP economy.  The later rewards excellent input into the game with some time to bask in the spotlight or shine it on someone else.  It also lets you have a couple in-character asides at the end of a session where characters can share thoughts, feelings, intents, or backstory.

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