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Messages - gregpogor

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31
Dungeon World / Re: How to handle "Grease" (or similar) in DW
« on: May 26, 2012, 09:09:54 AM »
I'd propose

Grease (lvl 1)
You render an area slippery. When a NPC tries to cross it, the GM choose one:
• they fall down
• they cross it extra carefully, taking twice the time
• they don't cross it and try to find another way
When a PC tries to cross it, they Defy Danger with Dex, the danger being: do you fall down?


Or something like that.

That way, the GM get to describe the scene as the story calls for, but their options are a bit limited : you know what you're going to get when you cast the spell. And you don't roll because a) spells don't call for a roll and b) your character isn't responsible for the effects of the spell : the slippery zone and how the NPC approach it do.

Not sure about the PC part, though.

32
I agree 100% with that, but look. The other moves provide some cues about how I'm supposed to make it cloudy. H&S doesn't, at least not when it's good for the player.

PCs don't have attack moves (ie cloudy cues) like the monsters do when they H&S. They just have their damage die. The game just let us down at this point, saying "it's up to you to make it real, pal!"

And that's more or less the only move that does that. All the other moves provide cloudy cues. I want cloudy cues. That's why I like those games Powered by the Apocalypse. They provide cloudy cues! They don't let me down!

They provide interesting, straighforward things to say about the fiction when I roll the dice! That's exactly why they rock!

And DW does to! Except with Hack&Slash. All H&S says to me is "you hit and deal damage, pal, whatever that means beside rolling your damage die! Up to you to make it cloudy, I'm out of here!"

Our attention is directed toward the dice, and the dice don't drag us back to the fiction. I have no need to provide any detail about the fiction for this move to work. I can go "I roll 10 and do 6 damage" without the game breaking, very unlike the other moves, where I have to provide details for them to work, or they bring me back to the fiction when they're done, or both.

How about :
When you engage a foe in melee, rolll +STR. By default, you deal your damage and your enemy succesfully attacks you. On a 7-9 choose 1 option, on 10+ choose 2.
-you deal extra damage (+1d6)
-you completely avoid your enemy's attack
-you knock down, disarm or overpower your enemy
-you end up where you wanted to be


See what I mean? See the difference?

33
Dungeon World / I just got what I don't like about Hack & Slash.
« on: May 18, 2012, 07:12:55 AM »
The following: 100% my opinion and analysis. Not saying "Hack & Slash" sucks per se. Just trying to figure out and express why I never liked it.

Familiar with the dice and cloud stuff on anyway? It's just a fancy way to say "you have the fiction we're talking about, you have the material stuff you play with, and rule go from the fiction, trigger some rules, and the result of the rules should inform the players as directly and interestingly as possible what happens next in the fiction".

So. Taking something by force in AW:
Quote
When you take something by force, roll +hard.
On a hit, choose options. On a 10+, choose 3. On a 7–9, choose 2:
• you take definite hold of it
• you suffer little harm
• you inflict terrible harm
• you impress, dismay or frighten your enemy

Notice how the results you choose might inform you about "dice" stuff, but all of them will tell you something significant about the fiction? Like "you suffer little harm" means that a) in the real world, you notch -1harm than you should on your counter but and it is super important, b) in the fiction, it shows. Like NPCs would say things like "damn, he went against three guys and he wasn't harmed that much, and those guys were totally dismayed after that!" It's written from the point of view of the character.

And on a miss, of course, what happens is a MC move, which are 100% fictional, 100% "cloud stuff" (and sometimes will trigger more "dice" stuff but that's consequential).

Going Aggro is even more cloud stuff.

Now, look at Hack & Slash :
Quote
When you attack an enemy in melee, roll+Str. On a 10+ you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy's attack. On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.

The only good thing you can get is "you deal damage to the enemy", which is like mostly "dice" stuff, with a little side-dish of "cloud" (yay, my attack connect!), and frankly a little boring compared to stuff like "take definite hold" or "impress or dismay your opponent". Your 10+ option benefit is pure "dice" stuff and say nothing about the fiction. Only the accumulation of damage will come back to the cloud when the enemy hits 0 HP.

All the pure "cloud" stuff is 100% bad, against the character (the enemy attack, or the hard move on a 6-). You might say that "avoid their attack" is cloud stuff, but isn't it just another way to say "nothing (important) happens" ?

Volley is evocative with a lot of cloud stuff. Ditto Defend. Hack & Slash ? Not enough cloud stuff for me.

34
when you TAKE A SERIOUS RISK that can cause you serious fallout, roll +relentless. 7-9 you can avoid it but at a price, GM call. 10+ you do it just like that.

when you TELL SOMEBODY TO DO IT, OR ELSE, tell what and roll +mean. 10+ they do it or suffer harm as established, their choice. 7-9 they can instead
-get the fuck out of here
-take you seriously and try to talk you down
-give you you something you might want (like a thing or a piece of info)

when you TRADE BLOWS, roll +mean. 10+ you choose 3 options. 7-9 you choose 2 option.
-you suffer -1harm
-you deal +1harm
-you don't make a mess out of it
-you overpower them
(overpowering them mean you pry something off of them, or they stop attacking you or something)

when you LATCH ONTO PEOPLE UNTIL THEY DO YOUR BIDDING, roll +relentless. 10+ they do it if you promess to stop. 7-9 they do if you stop right now and you promess them to do something back.

35
you know how it goes. you've got this game lying around that you really like because it's the most depraved thing you'd like to play, unlike THOSE other depraved games that suck because hey, we only kill puppies in this one, it's not like we rape them or anything. god forbid that. but the rules kinda suck because it that was made before the author had the strange idea to try his games before publishing it. but he did that new game that's all the shit right now and you want to convert the rules. because that's a constructive thing to do with your time and it will be considered a major cultural milestone in a few centuries, no doubt.

so here's how it goes.

when you kill puppies for satan, roll +fucked up.

when you want to freak people out roll +fucked up.

when you're escaping a bad situation kicking and screaming and scratching faces roll +mean.

when you tell somebody to do it, or else, roll +mean.

when you latch unto people until they do your binding like the weasely little fuck you are, roll +relentness.

when you look around for a weakness to exploit, roll +cold. oh and here's the questions the gm has to answer to, you can ask anything else but he's probably going to tell you to go fuck yourself.

when you recieve the punishment you deserve roll +harm suffered and you want to miss that one.

when you try to pass as normal, roll +how many people hate you and you want to miss that one too.

when you summon the power of satan spend evil and roll +evil spent.

and don't you expect to get some nifty playbooks with nice photoshopped pictures or anything because you get squat. you still have to write your own character sheet. maybe i'll type you a summary for those moves on my old remington, yeah, the one that's missing both shift keys.

36
I sure hope you bought those guys a shitload of drinks.

37
Okay, thanks. I'll just go ahead and precise however it makes sense in french.

Quote
One thing that isn't helping is that sometimes I write of Tum Tum as a single person ("Tum Tum's brain," "what Tum Tum intends") and other times as two people ("[Bran] watches them carefully").

And by the way you're right, the thing was the opposite of helping. My poor brain.

So the looks exchanged wasn't between Jeanette and Tum Tum, but between Tum Tum and himself ? Seriously?

I strongly suspect you're messing with me here. :)

38
So, La Boîte à Heuhh is paying me for a french version of a certain roleplaying game we all know and love, and so far it hasn't been easy, but it wasn't any hassle. Then I stumbled upon that sentence in the Rules : Basic Moves section, in the examples for reading a person :

Quote from: Apocalypse World, p. 202
Bran promises to reboot Jeanette’s brain off Tum Tums’, but it’s definitely worth knowing what Tum Tum intends, so he watches them carefully while they’re talking.

What does V. Baker mean by "Bran promises to reboot Jeanette's brain off Tum Tum's" ? I mean, I get that Bran is a savvyhead and all and can do freaky shit with people's brain provided he got a life support unit, but what ? They're both consenting to it ? What's in there for Jeanette ? I don't quite get it.

39
Apocalypse World / Re: Help me "get" the basic moves.
« on: April 06, 2012, 05:42:50 AM »
Woah, I had no idea Seize by Force was at the center of such controversy. Damn.

I mean, we never had any problem with either Seize : you want to take something, but it's not yours and they won't just give it to you, and you're ready to hurt people to get it. Is all. Just like any other moves, it does what it says on the tin.

I kinda see what the deal is, but it doesn't seem that big from here.

40
Dungeon World / Re: I don't like the latest Turn Undead
« on: April 06, 2012, 04:15:08 AM »
Thanks for your feedbacks! Sage, based on the same idea, your wordings look much better, but notice that like Go Aggro, my move let the undeads (the GM) decide. Not sure if that's that important.

Our cleric didn't see that much undead action during our first game, maybe with time I'll learn to appreciate the current Turn Undead.


41
Dungeon World / I don't like the latest Turn Undead
« on: April 05, 2012, 05:43:08 AM »
I liked the one from the red box. I liked how it could be used as a tool to repulse them and as a way to control them. From what I gathered, the original turn undead move from Apocalypse D&D was based on going aggro. How about something like

Turn Undead (Wis)
When you hold forth your holy symbol facing mindless undeads and give them a direct order, roll +Wis. On a 10+ the undead horde choose:
• they do what they're told
• you inflict your damage die + your level, spread however you like
On a 7-9 they can also choose:
• they let you pass wherever you want to go
• they slowly get the hell out of here
• they freeze and stand there until someone does something to them


Which issues would you have with this one?

42
Apocalypse World / Re: Help me "get" the basic moves.
« on: April 05, 2012, 04:13:55 AM »
I personally think SBF is a terrible move and you should avoid using it at all costs.

I don't get the hate. I mean, yeah, we could do without, but it does come handy.

I mean, it's all scarcity, of course some people, PC and NPC alike, are going to skip the "asking" part (manipulate, go aggro) and simply take your stuff because they can handle whatever you can throw at them.

We use it maybe once a session, but I like it. It does what it's meant to. Some of our game sessions would have been drastically less interesting without it, like that time the group sieged another holding.

43
Apocalypse World / Re: Mobile Hardhold and Fronts - Problems?
« on: March 29, 2012, 06:03:13 AM »
Make a map. Keep track of everything noteworthy they encounter, and try as much as possible to bring them back into the story later.

Use a lot of inner conflicts (home front, hardhold front — not the same thing, condition threats, etc).

Use nomadic threats too. Or threats that can spread wide. Like a collective consciousness of birds, or a band of scavengers who got radios, or some sick fucks who can communicate via maelstrom. Use landscapes. Landscapes rock and can be quite big.

44
Apocalypse World / Re: When/how does a Hocus's Fortunes increase
« on: March 12, 2012, 01:16:46 PM »
What I do with long term achievements: to do it, do it and in doubt, use the workshop rules.

I want to get +1fortune.
-Cool! How?
-Dunno, maybe build a church or something, to attract people and tell everyone we're here to stay.
-Cool! But first you're gonna need the approval of someone close to Uncle, Balls maybe, or the gang will fuck your shits up. Plus, that's gonna take you some manpower and a few weeks to do it.

45
Apocalypse World / Re: My gang isn't human. Literally.
« on: March 12, 2012, 10:47:05 AM »
I'd make them political and difficult to rule but not human. Like there's this young brash rat, he's from the hunters, and he doesn't like the old alpha and so he's recruiting members of the hunting pack to overthrow him. But the females aren't happy with him, and try to corner him any chances they got.

I understand the savvy' has some means to communicate with them with brainer moves or some shit. So there are plenty of means to announce badness or put the savvy' in a spot — even try and replace him as the "true" alpha.

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