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Messages - agony

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31
Dungeon World / Re: Treasure Weight
« on: May 15, 2011, 01:21:31 PM »
To keep things simple we were doing 100 gp = 1 weight.  I think we decided worrying about treasure weight was kind of pointless unless it was a magic item though and haven't been using those rules since.

32
Dungeon World / Re: Weapon Lengths
« on: May 15, 2011, 01:20:37 PM »
I think you have the right idea - lead with the fiction.  Apply the rules to the fiction as you'd like, what I mean if you don't want to slow play down and worry about weapon lengths then don't.  If you're in a heated combat and you decide your goblin wants to push his way to the inside then bring weapon lengths into play to change up the tactics.

I think the confusion here is that Apocalypse World weapon lengths make a bit more sense since ranged fighting is easier to abstract (range fighting be 90% of fighting in AW of course).  In DW, with primarily melee, it gets a bit trickier because the range differences are a couple feet. 

I personally would use the ranges sparingly to add drama to the fight as I stated above. 

33
Dungeon World / Re: [AP] In the shadows of Kraktur's Bones
« on: May 15, 2011, 01:17:56 PM »
Your campaign sounds fun.  I really like the color of your world and the Elven spy idea - keeps things interesting.

34
Dungeon World / Re: Dungeon World Gamma
« on: May 11, 2011, 08:34:06 AM »
I prefer quick updates so that we can have the latest and greatest and we aren't playtesting something that's already changed.

I think the solution is to just print certain things you will need in play.  For instance, don't print the GM Fronts section as that's for mostly between sessions.  You also probably don't need the wounds and damage section and character creation or the first few pages either.  Just prin the basic moves, special moves, gear, and whatever monsters you want for the session.

35
Dungeon World / Re: Dual Wield with New Damage
« on: May 10, 2011, 03:29:58 PM »
Well the Wizard does substantially less with a bow/sword, although Jeremy abandoned his mundane weapons when he redid his character I guess.  Better watch out for Fireballs I guess.

36
Amazing Judd.  Do you ever have shitty games?  Seems everything you run is golden.

37
Dungeon World / Re: Dual Wield with New Damage
« on: May 10, 2011, 11:50:53 AM »
Yeah, that's a pretty good solution.  Still very beneficial (much better than a flat +1 damage) but you do have to still abide by the tags and can't use a shield.

38
Dungeon World / Dual Wield with New Damage
« on: May 10, 2011, 10:09:38 AM »
How do you handle Dual Wield with the new class based damage rules?  One die less than the class normally receives?

We have a Fighter with the Dual Wield ability is why I am asking.  So he should be doing 1D10 + 1D8?

39
Dungeon World / Re: Adventuring Gear
« on: May 09, 2011, 09:13:20 AM »
Yeah it does seem to cut into the Thief ability.  One way to separate them a bit is to be stringent on what Adventuring Gear could represent.  It has several items listed under Adventuring Gear as an example - limit it only to things of that nature.

For instance, you want a piece of parchment and a quill?  Only the Thief can grab that.  Oh, you want a Ragged Bow now because you're wounded and want to avoid melee, well the Thief can pull that up from the corner of the room when no one is looking.  Or what about a mirror, or chalk for a Ritual, or some sand to replace a Golden skull on a pedestal with?

40
Dungeon World / Re: Adventuring Gear
« on: May 08, 2011, 10:55:47 PM »
It's a blob.  It's awesome because it reduces book keeping and doesn't waste game time on the group prepping so they aren't screwed over by some situation the GM throws at them that they forgot to prepare for.  Plus, it allows them to be creative.

We play it like this:

GM: "There's a large pit in front of you, it spans about 10 feet and you can't see the bottom."
Player 1: "Ok, I'm going to throw my rope across and swing to the other side."
GM: "Cool, roll Defy Danger."
Player 1: "Ok, I'm going to take +1 for adventuring gear because of the rope *marks off 1 use*"


41
Dungeon World / Re: Groups
« on: May 08, 2011, 10:53:13 PM »
Yeah, I would ignore morale entirely for now and just use it as a GM tool to end the encounter early if things are becoming boring.

It is my understanding that a group does have the total hit points of the entirety of its members though.

Also, I think group damage is a bit soft and should be upped.

42
Dungeon World / Re: West Marches--DW Style
« on: May 06, 2011, 05:19:44 PM »
Yeah I agree with Ben, your Carouse rocks.  I'd be tempted to just use that for our game but I think my players want some urban conflict/adventuring evne if its very minor.


43
Dungeon World / Re: Gamma Actual Play Feedback
« on: May 06, 2011, 02:10:52 PM »
You're right about the HP, not sure why I was thinking otherwise - maybe because jeremy kept gaping at the amount of damage the Dracolich was doing.

I also think it's weird that the Bard gets 6 HP base while the Cleric/Thief get 5. 

44
Dungeon World / Re: West Marches--DW Style
« on: May 05, 2011, 12:07:02 PM »
-I think Carouse, etc. work as written.  Our town isn't small, but we don't really adventure in it - we stick to exploring.  There's probably a couple thousand people in Castitia - which functions as the party's base.  They bought the tavern where their guild house is and that's where they party and talk up their adventures.  You really only need about 30 people binging to Carouse (IMO).

I have a couple settlements outside the main town for variety.  Ravencamp is a small adventurers camp of 40 or so people in a somewhat dangerous land (vermindown).  I would use oustanding warrants there or Carouse - why not?

-Bardic Lore was weird at first.  Our continent is new and unexplored so how does the Bard know things he shouldn't?  Well - we first said the continent was discovered a couple years ago and the bard has been here since it was first discovered.  That way, when they go to a new area he can say he's been here before if he wishes.  We kind of play this fast and loose.  He could also say he's heard about the area through song. 

We handle Research the same way - a guild in Castitia known as the Librarium has been collecting information on the Frontier (our continent) and hoarding it in a library.  They will allow the Wizard to study for a fee.

-When the PCs travel to the unknown in our game I still have them roll UPJ as normal.  Then I describe the new area they're in and usually give them an encounter or two which leads to a dungeon.  Sometimes they go to areas they hear about through rumors so the area is already on the map before they go there. 


As for the specific question for me - I know the history to a degree - I've left it open generally.  I stat and prep the area where the PCs want to explore.  I send an email to the group saying I can hang out and run DW on say Tuesday and Saturday, who's in and where do you want to go, what do you want to do? 

They'll come back and say, "I'm in, I really want to head back to the grave of words and check out the second level."  Or "I want to follow up on that rumor about the Orb of Power on the Wild Coast before we go back to the Grave."

Then I prep for what they want to do.  I stat honestly and don't pull punches but we've only had 1 PC death so far.  They've taken on monsters twice their level without incident, nearly all of that is due to our Fighter and balance issues which Sage has been correcting.  Our Fighter was doing 50 damage at level 3, now he does about 14. 

45
Dungeon World / Re: West Marches--DW Style
« on: May 05, 2011, 09:16:18 AM »
Hey Parker,

I'm running a West Marches style game right now - we're 8 sessions in I think - the characters are all level 4 (except for one who's only made 2 sessions). 

Obsidian Portal link if you're interested (adventure log a couple sessions behind - the map is a bit behind as well):
http://www.obsidianportal.com/campaigns/explorethefrontier

For Undertakea  Perilous Journey, I have them roll if they're moving through unsecure ground.  For instance, the Eldar Plains in our campaign is probably the only area that is safe and I wouldn't have them roll.  If they took out the bandit mercenary company they know is making camp in the Unnamed Valley then that would perhaps become safe as well but they haven't quite done that yet. 

I usually have them roll for the entire journey up front (so if they're travelling through 3 areas it would be one roll).  I typically make them use up 1 use of food per area as well.  If they fail the roll and I choose the "use up their food option" that typically is either 1 whole ration (all of its uses) or all the rations they're carrying on them (they usually have a horse and cart with extra supplies for long journeys and I don't use those up typically). 

If you have any specific questions on how we're handling things  ask away. 

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