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Messages - Ludanto

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16
Dungeon World / Re: Dungeon World with a GM and a single player?
« on: August 11, 2011, 02:41:18 PM »
I ran a one-on-one game and it went fine.  I suppose it didn't have much in the way of "depth", but there was a dungeon and some monsters and some treasure and some choices and some dice rolls and a little RP with a rescued NPC.  Pretty much like a one-on-one game of D&D.

Contrasting that, I played a multiplayer game of Dungeon World and the bonds went essentially untouched as well.

Maybe there's some higher-level ideal that we didn't achieve, and don't realize that we are missing, but it was certainly fun, regardless.

But the "things-in-the-dungeon" bond idea sounds like a winner, too.

17
Dungeon World / Re: Defend vs. Defy Danger
« on: August 05, 2011, 04:02:42 PM »
That's how I play it.  Still, the move or description could be clearer.

18
Dungeon World / Re: Defend vs. Defy Danger
« on: August 04, 2011, 06:19:37 PM »
Hm.  This is certainly less than obvious.

While Sheyas' interpretation is valid if you just look at the move, if you look at the long description of Defy Danger ("Moves in Detail"), it suggests that Defy Danger will indeed let you avoid said danger in pursuit of whatever else it is you're trying to do.

It may seem a little unbalanced, but I think it's mitigated by the fact that Defy Danger is somewhat less reliable than Defend and if you're making another move, basically offers another angle for failure as well.

Also, I'm not sure it's kosher to get stabbed in the throat on a 10+.

19
Dungeon World / Re: Drowning
« on: July 21, 2011, 01:25:37 PM »
Derived from the Choker:

When you're in danger of drowning, you have a number of chances to find safety equal to your level. When you try to swim to safety, roll+Con.
On a 10+, you’ve found a safe place to breathe.
On a 7-9, you take 6 damage and gain +1 Ongoing to find safety.
If you run out of chances to escape, you pass out and will drown.

20
Dungeon World / Re: Some General Questions
« on: July 16, 2011, 05:19:12 PM »
Not that anybody asked me, but here's how I would do it:

The monster, when summoned, has basic understanding of what's happening and what the caster wants.

How the monster goes about helping the caster get what he wants in that situation is up to the monster.

If the caster wants the monster to do something that it doesn't want to, or wouldn't think to, then that requires the "command" option.  So futiley throwing itself at the dragon or attacking the leader instead of the nearest enemy might require a "command".

As for how to resolve the monster-fight, I think you did well.  Followed principles and all that. Be a fan of the characters, Think Dangerous, etc.

The dog was fresher and meaner than the Worg.  Let the Worg die.  Or if that doesn't work, if the Worg has the advantage, then "Sometimes, let them decide" / "Show Signs of Doom".  Let the player know that the dog is not going to make it and see what the player does to help (or not).

I think that sounds right, but goodness knows I do this wrong all of the time.

21
Dungeon World / Re: Alignment and Interferance
« on: July 10, 2011, 02:53:42 PM »
Maybe something like "When you bypass a conflict/fight to get what you want", or something like that.  It suggests that there's a potential for conflict, but also demands some kind of action other than just taking your ball and going home.

22
I've encountered this before as well.

I don't want to do the "difficulty" move, but in that case, what should I do?

If a PC trying to shoot somebody, and it's fictionally established that there are high winds (but not impossibly so), then what do I do?  Roll normally and let the wind account for the failure if it happens?  I'll accept that answer, I'm just wondering what the best practice is here.

23
Dungeon World / Re: Weapon Lengths
« on: June 27, 2011, 10:17:48 AM »
This stuff all gets very fuzzy, but I feel like maybe, if you've got the thief at the other end of your spear with nothing but a dagger, then it's not Hack and Slash or necessarily any other move at all.  You just stab him and he eats it, because he's not in a position to fight back.

Now, at some point, there's the danger that the thief might decide to make a directed effort to get around that spear and "on the inside", but I imagine you'd just have to try to Defy that Danger (by backpedaling g and stabbing and the like).

That's my take on it anyway.

24
Dungeon World / Re: A few considerations
« on: June 21, 2011, 11:50:02 AM »
P.

In my experience, I have had no player characters die.  Some have come close, though.

Players know how much HP they have.  If they are low, and enter danger anyway, that is a choice.  They have chosen to risk death.

Having said that, I should point out that you are in control of the damage.  If this is a problem for you, use monsters that do less damage.  Also, not everything has to be about damage.  On a failed roll, a monster can trip, grapple, hypnotize, blind, or poison a character, or ruin his weapon or steal his food or eat his memories or more.

If a character enters danger, and might die, you have other options.

Of course, sometimes they deserve death.

25
Dungeon World / Re: When you get ready to do it, do it...
« on: June 21, 2011, 11:40:47 AM »
Yeah, mark XP like a Parley, or just +1 forward when acting on the information.  There's a precedent for that.

26
Dungeon World / Re: Magically Informative Loot
« on: June 19, 2011, 11:41:51 PM »
Wait, why do you need "Search"?  Isn't that what Discern Realities is?  You Discern Realities and ask your questions, and maybe there's something there or maybe the answer is "nothing" or maybe you fumble and the GM makes a hard move.  I don't understand what people are talking about here.

27
Dungeon World / Re: GRAPPLING! NOOOO!
« on: June 08, 2011, 10:20:36 AM »
Hmm.  I don't know.  Punching somebody until they do what you want loses some of its edge with Hit Points.

Not only is a single hit not all that convincing most of the time, but it's fictionally meaningless as well.  What's "8 HPs"?  Is that a bruise?  A gash?  Is the guy "roughed up" or is he "bloody and mangled"?

And if it's going to take multiple moves to complete, you might as well just Parley, or H&S to display leverage and then Parley, or just tell they what you want them to do and then H&S them until they do it or die (which is what the move boils down to).

I applaud the creativity.  I just think that this base is already covered.

28
Dungeon World / Re: Bard's starting moves
« on: June 07, 2011, 03:08:33 PM »
If that's an intentional design choice, so be it, but I've got to tell you that making that choice kind of hurts.

29
Dungeon World / Re: Getting Rid of "Raw" Scores
« on: June 07, 2011, 02:58:43 PM »
Keep them for the same reason you keep "Dungeon World" and "Hit Points" and "Saving Throw": They're an homage to the source material, and they don't really hurt anything.

30
Dungeon World / Re: Defy Danger 7-9
« on: June 06, 2011, 08:48:04 PM »
True.  Like I said, "academic".  Probably not that useful an insight in real life.

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