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Messages - mease19

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16
Dungeon World / Re: Can a Paladin use “Lay on hands” on himself?
« on: January 23, 2013, 11:23:58 PM »
I say, to do it, do it.  If you don't do it, you can't.  I totally just did it, as a player, and it wasn't a problem.  I rolled a 10+, so no problem.   On a 7-9, I would have suggested taking weak but healing the HP as I spread my wounds out across my body and soul.  Don't ask, just narrate something cool.

For example, here's what I said:
"My head swimming from the harsh blow of the tentacle and subsequent contact with the unnatural stone altar, I black out momentarily. In my haze, I see my lord's face, his sword cold against my neck, as I kneel and recite the vows of the order. "...to serve and honor. To protect and sustain..." Just as suddenly, the squishy cacauphany pulls me back toward consciousness. Rubbing the salt water from my face, I feel a little better and I know what needs be done."

17
Dungeon World / Re: Player knowledge of World Moves
« on: January 17, 2013, 11:13:48 PM »
Good world moves are like dares.  You show them to the player and they see the possible outcomes and they know it could go wrong but, you know, they get to do something cool if it works out.  For example, if they see the move 'when you insult the king's hair, roll+Cha.  On a 10+, your honesty wins you favor.  On a 7-9, you win a friend but it's not the king,' it kinda plants the idea that there's a payoff for being bold in court.

Sometimes, just the trigger is cool and the move is more consequential - but it still tugs at them to put the move into play because they want the implied details of the trigger in the fiction.  For example, if you put out a move with the trigger 'when you fall from a speeding carriage', of course it's mostly bad but don't you want a carriage chase now?

18
Dungeon World / Re: Dungeon Starter example play?
« on: January 09, 2013, 09:09:14 PM »
There used to be a good example of play on the Something Awful forum (The Sky Chain) but its old enough now that you need to be a member to access the archived threads.  I'd have saved a copy if I'd known they were only up 6 months.

19
Dungeon World / Re: Campaign Starter Booklets
« on: January 07, 2013, 06:30:13 AM »

20
Dungeon World / Re: Not sharing Moves Sheet with players
« on: January 06, 2013, 07:46:53 PM »
There was some similar discussion here.

21
Dungeon World / Re: Fronts, needed for a one shot dungeon crawl?
« on: December 27, 2012, 10:21:12 AM »
Remember too that you don't have to start at the "beginning."  You can start half way through.  For example:

Who lead you to the Ice Spire and how did they know the way?
What magics did the Ice Witch unleash before you knocked her unconscious?
After destroying the crops and dooming the village, why haven't you killed her yet?
Why are the frost devils outside so keen on keeping the Ice Witch in the spire?
Now that the spire is starting to melt, what do you do?

22
Dungeon World / Re: Please critique my move
« on: December 18, 2012, 01:25:45 PM »
Given the results, I'd be tempted to douse the lights for the chance to get a free torch or discover some hidden item or 'feature.'    Eaten by a grue sort of steps on the GM's toes by saying what a monster/NPC does. 

23
Dungeon World / Re: Carouse failure and XP mark
« on: December 12, 2012, 02:58:03 PM »
One thing I like about DW is that it's really robust to drift and variation can be a delight.  If they're throwing a party because they want to have words with the duke, then maybe one player rolls and the others aid (everyone succeeds or gets xp).  If they return to throw a victorious wedding, maybe they all split up and each person rolls separately to see what happens at their table.  Perhaps the humans and the dwarfs in the group throw two separate parties, each trying to one-up the other and each race gets a carouse roll and an aid roll.  I say mix it up, it's hard to do it wrong.

24
Dungeon World / Re: Carouse failure and XP mark
« on: December 09, 2012, 06:02:10 PM »
I'd make them each roll seperately and give XP to any that failed.  I mean, they sure payed for it and they're all carousing, it's not like one guy's carousing while everyone else watches...

25
Dungeon World / Re: First "real" game of DW, advice sought
« on: December 07, 2012, 03:12:09 PM »
Yeah, Name lists are the one thing I really regret not putting in the Dungeon Starters.  I didn't think I had enough room but if I had it to do over again I'd run a ring of names around the margins. 

26
Dungeon World / Re: Mountebank playbook for review/playtest
« on: December 07, 2012, 11:34:03 AM »
Sorry, for cold read "-What do you really want" was a suggested optional question for the move.

27
Dungeon World / Re: One hour prep guide needed
« on: December 06, 2012, 03:06:30 PM »
zmook or others, drop me an email at mease19 at the gmails and I'll send you a copy (If you kickstarted DW, the readme was released in project update #23 with the other starters).

28
Dungeon World / Re: NPC counterspell?
« on: December 06, 2012, 02:59:58 PM »
One thing I like about DW (and AW) is that there seem like a lot of legit ways to handle a common trope like this.  I like that flexibility.  Also, there's a lot of delight in watching a skilled *W user do clever or novel things with the mechanics.

29
Dungeon World / Re: One hour prep guide needed
« on: December 06, 2012, 02:01:39 PM »
Check out The Shallow Sea on the DW website.  If you like that style of first session prep, I have a readme file that goes with it, which explains the logic of the format and how to put one together.  Let me know if you want the file.

30
Dungeon World / Re: Mountebank playbook for review/playtest
« on: December 05, 2012, 11:25:10 AM »
You've spent literally hours honing your skills.  So, basically, you shelled out for a 2-hour seminar on winning friends and influencing people?

Use 'mark' instead of 'sucker'.

Nondetection seems really off-screen and narrowly applicable.  Consider making it a active thing the player can do rather than a passive protection that is most often moot.  For example, When you misdirect those who search for you, roll+int. On a 10+, you know just how to throw them off.  On a 7-9, while you may not be able to throw them off, you sure can delay them.

Slippery mind has the same problem as non-detection.  Consider a move that lets you know when others are up to something, e.g. When you follow the currents of influence, roll+Cha.  On a 10+, you know their con well, who their mark is, and whether or not it will succeed.  On a 7-9, you can easily separate the sharks from the minnows.

Cold read - what do you really want?

Play possom should focus on what you do, e.g. convincingly play dead, rather than what the target's actions are.

For cheat death, consider a reroll rather than using bluff - no modifiers to your likely highest modifier is a huge jump.  Consider an upgraded 7-9 option for last breath instead of having death figure it out at some vague time in the future.

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