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Messages - tonydowler

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46
Apocalypse right now is a pretty different story, something closer to survival horror/disaster movies. Not that I'm advocating mimicing those genres exactly.

Are you thinking weird-ass psychic apocalypse, or real-world disaster stuff?

Some ideas for moves:
- finding resources or just having them on hand
- knowing how to do useful stuff (fight, survive, fix stuff)
- ability to fight (with guns, hand to hand)
- social skills (winning trust, giving commands, intimidating potential foes)
- connections with people or resources that can help
- reading situations and people
- keeping your shit together
- keeping other people's shit together
- knowing what's actually going on
- local or situational knowhow (high ground, nuclear targets, evaculation routes)

47
Dungeon World / Re: Spellcasting Update
« on: July 13, 2010, 07:23:14 PM »
In practice, I find Charisma to be undervalued, despite the Parlay move and move for commanding hirelings. I'm also considering expanding the parlay to allow the players to learn about a creature by interacting with it.

48
Dungeon World / Re: Spellcasting Update
« on: July 12, 2010, 12:18:54 AM »
OK, just a quick note, this conversation shouldn't be about how worthwhile first edition spells are, or whether it's worthwhile to be a spellcaster.

Also, this isn't necessarily about how effective magic is, but about the wider issue of how it functions in the game, so let's stay focused on that.

Your analysis is excellent Philaros, however there are a few things to clarify. On saving throws, they apply in exactly the same situations in ApocD&D as they do in AD&D, which is when the spell descriptions say they apply. The effectiveness of ApocD&D saving throws is not the same as AD&D saving throws, however, and they don't scale by level in the same way.

That said, saving throws work very, very differently in the two games, and that's a function of the basic difference between them. Only PCs get saving throws. No monster ever gets a saving throw.

Also, note carefully that a miscast never automatically happens. It's not a penalty for a failed roll, any more than any DM move in Apocalypse World is a penalty. You're starting to think in terms of "if I try to cast a spell, I may fail!" That's D&D think. What you should be thinking is "if I roll the dice, the DM may get to make a move." Think of the miscast table in those terms. Roll on a random table is one of the DM moves. The miscast table just provides a specific instantiation of this move.

I'm also formulating some more specific thoughts around Phil's posts, but I really need to digest them more, because he's pointed out some really good realities there.

49
Dungeon World / Re: Spellcasting Update
« on: July 11, 2010, 08:14:25 PM »
Aha! Philaros, as always, sheds light on the situation! Now I'm embarrassed! I somehow thought you were applying some obscure general criticism.

Yeah, this "language of ignorance" is totally a thing that has to be dealt with, and I'm not sure I know the right answer to it.

There's a lot of difference and debate among OD&D and old-school renaissance designs regarding the "right" or "best" way of doing saving throws. I don't know the answer to this conundrum. Could be that saving throws just plain don't belong in ApocD&D. That's part of what I'm trying to figure out.

There's a deep question here regarding the old language of D&D. I don't think anything can be jettisoned without losing some bits of value. What criterion do you apply in deciding what to keep and what to toss?

50
Dungeon World / Re: Spellcasting Update
« on: July 11, 2010, 07:25:52 PM »
Can you elaborate Shreyas? Paralysis doesn't really tell me anything about why you think this is wrong headed.

Edit: What I mean to say is, clearly you think this is the wrong direction to go, not forwarding the design,as you say. Can you tell me more? Is it just that you think recapitulating D&D spellcasting design is a dead end, or that you think I've done it poorly?

51
Dungeon World / Where's this Hack Going?
« on: July 11, 2010, 02:55:18 PM »
I forsee this hack eventually producing a full set of rules. I think it makes a lot of sense for these rules to join the huge trove of old-school renaissance open content game materials out there!

So from here on in, I'm working towards a set of rules that can be released under creative commons and/or the Open Gaming License.

The problem with this is that I can't release anything under the OGL and use "D&D" in the name! So ApocD&D needs a name change. I'm leaning towards "Apocalypse Box". Is that a dumb name? Anyone have another suggestion?

52
Rogue Trader: Apocalypse / Re: Example Fronts (from my game)
« on: July 09, 2010, 06:12:14 PM »
Reading these I not totally get Rogue Trader! This makes me want to play the game.

53
the nerve core / Re: what's cool
« on: July 07, 2010, 04:47:04 PM »
Fingers on the Firmament takes a different approach to Fronts and Threats. Much to learn here!

http://apocalypse-world.com/forums/index.php?topic=163.0

54
Fingers on the Firmament / Re: Basic Concepts
« on: July 07, 2010, 03:11:35 PM »
I like increasing distance and Hx concurrently. That's cool.

Advancing while lost could work like gigs. You make some choices about what your character is doing, like "trying to get home", "wandering aimlessly", "investigating the mystery". The result of the 7-9 or miss roll determines how you re-enter the story, or what happened while you were lost. Maybe what happens when you're lost is particularly hard to remember for some reason...

55
Dungeon World / Re: Spout Lore - Monster Info?
« on: July 07, 2010, 03:05:50 PM »
Yeah, I like this! In our games at GPNW, we definitely felt the need for this. I'd say go ahead and add some questions to your list, like:

- How is it most vulnerable to me?
- How am I most vulnerable to it?

I'd love to hear how those work.

Also, I think you can use Discern Realities and ask what to be on the lookout for.

Maybe Charismas should be useful for learning about monsters too, like if you interact with it, you can find out what it's afraid of, or what it's going to do next. I'm not sure how you interact with an ooze, but it would give an incentive to interact with the monsters before you kill them. :)

56
Fingers on the Firmament / Re: Basic Concepts
« on: July 07, 2010, 02:15:17 PM »
I love that this game feels lonely. Making NPC interactions scare could be a very powerful tool. I want to run this!

57
Hey, I feel like I can MC this already! These feel really meaty to me as they are written. You're probably right, they just need to be focused a bit.

So if I'm assembling a front in FotF, I start with a front, say zealotry. It appears in my game as an abandoned world with a weird temple, stones tumbled and burned. Now if FotF, NPCs are scarce, but mysterious are not. So I put some mysteries in my front. One is An Unfinished Project: the ancients didn't finish destroying the temple! Another one is Birth: writings in the temple talk of the birth of a chosen harbinger, and one of the community is pregnant and near term.

Now the MC says "I wonder why the ancients were so keen to destroy the temple? I wonder if the new baby is the prophesied one?"

I'm curious about the "I wonder". It sounds like you're saying that the MC should be syaing "I wonder" a lot. Is wondering here the FotF equivalent of announce future badness? Is this a flag to tell the PCs that this is what they should try to figure out? Or is the MC saying that this is an open question that doesn't have an answer yet? Maybe either/or?

58
Dead Weight / Re: Dead Weight Working Docs
« on: July 02, 2010, 04:46:14 PM »
This one looks like it would be loads of fun to run. I'm anxiously awaiting my chance!

59
Dungeon World / Spellcasting Update
« on: July 01, 2010, 06:29:46 PM »
If you're playing Apocalypse D&D, here are some new rules for spellcasting you might want to try out.

PDF version is available here: http://planet-thirteen.com/apocD&D/spellcasting%20Update.pdf, feedback is welcomed!

Instead of memorizing spells, spellcasters prepare some of their spells for faster casting. They may prepare the same number of spells they could memorize under the D&D rules, but these spells are not forgotten. With a night's rest, they can change the spells they have prepared. A spellcaster may also cast spells they have not prepared, using the Focused Casting move.

Cast a Prepared Spell
When you make a move by casting a spell you have prepared, make that move as normal. For example, if you go aggro using Magic Missile as your weapon; Make your Move using Jump; read a situation using Scry, and so on.
On a 10+: the spell works as written with no difficulties
On a 7-9: in addition to any options they already get, the DM may choose to roll on the miscast table.
On a miss, the DM decides what happens, as normal.

Focused Casting
When you take out your spellcasting accouterments and spend several minutes casting a spell you have not prepared, or cast a prepared spell without making any other move, roll dice. Magic Users and Illusionists roll +INT. Druids, Clerics, Rangers, and Paladins roll +WIS.
On a 10+: Choose one:
•   Maximize dice
•   Extend range, duration, or number of targets times two
•   Cast covertly, without sound gesture or outward sign
On a 7-9: The spell goes off as normal, but the DM chooses one effect in addition:
•   Someone’s exposed to danger
•   Someone’s put in a tight spot
•   Someone or something is made aware of the casting
•   Roll a miscast

Miscast Table
1.   The casting is accompanied by annoying, but otherwise insignificant effects like the smell of sulfur or the sound of tinkling bells.
2.   The caster’s appearance or body is altered in some alarming way (but it goes away in a few hours).
3.   The caster’s vicinity is visited with frightening manifestations of wild magic, divine disfavor, infernal wrath, or inimical forces of mysterious origin.
4.   The caster’s appearance of body is altered in some alarming way, and it’s permanent.
5.   The caster or target immediately has their mind opened to contact some higher or lower power.
6.   The caster or target is incapacitated by magical feedback. Immediately take s-harm (when you take s-harm, in order to do anything but wander around in a daze, you must successfully Defy Danger).
7.   The spell is accompanies by drastic and uncontrolled pyrotechnics, noise, or other distracting effects. Everyone in the area of effect must roll to Defy Danger to do anything but duck and cover for the next round.
8.   The spell echoes across the eternal flows of magical essence. Every powerful magic or divine being in the vicinity senses the cast and knows who cast it.
9.   The spell exposes the caster and/or allies to harm or danger as per the spell’s effect (or, if beneficial, reversed effects). Normal saving throws apply.
10.   A small rift is opened in the planar fabric and something or someone comes through.

Saving Throws
When you make a saving throw, roll dice:
•   If it’s paralyzation, poison, or death magic, roll +CON
•   If it’s petrification or polymorph, roll +STR
•   If it’s rod, staff, or wand, roll +WIS
•   If it’s breath weapon, roll +DEX
•   If it’s spells, roll +INT
On a 10+: You escape or resist to no ill effect
On a 7-9: You take half damage, are exposed to greater danger, or put in a tight spot.
On a miss, you suffer the full effects.


60
Apocalypse World / Re: Who's playing who
« on: June 30, 2010, 05:48:22 PM »
All Dog Washington the Chopper Alpha wanted to do was cruise the waves with his chopper gang, raid the rich, spread the wealth, party hard, and stay free. It didn't work out that way. See, Dog leads a charmed life. Barter just falls into his lap. First he saved the rig, and that paid OK. Then he raided the freighter, which made him rich. Then he stole a war train full of food, which made him the richest man in Apocalypse world. He traded some of that food for a gang made up of the Iron Coast's badded ass cirminals, backed up a by load of slaves. And they're all buying Dog's line about freedom and liberty. So now Dog's tooling around the wastes with a sure 'nuff army, looking for someone badass enough to take it away from him.

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