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Messages - Aaron Friesen

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Dungeon World / Re: Some new races
« on: March 04, 2013, 05:00:39 PM »
Those all strike me as very... enh. And except for the Paladin's one, not very evocative of what you wrote.

Maybe something more like:

Paladin: With a moment's eye contact, you may ask the player of any creature, "What evil are you planning?" (What with the mind reading ;D)

Wizard: Charm Person is a cantrip for you.

Cleric: In addition to your other choice, you Deity has the Domain "Science and Logic"

Whaddya think?

Dungeon World / Re: Some new races
« on: March 02, 2013, 09:57:25 PM »
You really seem to want it to tune into the senses of whatever beast, so why not just say that. "in addition to other moves granted by the form you take, you get one related to your form's senses, as well as one hold for that move alone."

"Hold a mirror up to Corruption" sounds like a decent Principle. Or Move, really. Could go either way, depending.

Dungeon World / Re: Several cure spells in a row
« on: February 19, 2013, 10:29:10 AM »
After some consideration, and also some  ruminating on D&D next, I've got a solution I like.  Touch spells travel by touch, and continue to do so. Thus when you and your allies stand in a circle holding hands and singing praises, Cure X Wounds heals everyone in the circle of harm. I figure so long an implied, "the caster may choose to be exempt," then touch spells that do bad things are still cool, and may in face become cooler.

Incidentally, this came out of a line of thought wanting to make healing more effective and less tactical. For DDN I was looking at suggesting CXW be bumped up to a more lengthy casting time to take it out of the tactical second by second combat. I don't think such a concept is beefheart in DW, since time is so damned fluid and tactical means simmering entirely different.

Dungeon World / Re: Compendium Class: The Leviathan's Master
« on: February 18, 2013, 11:53:19 AM »
Perhaps try this for Elephant In The Room

When you escalate an already charged situation by calling on your leviathan, roll + control. On a 10+ choose two, on a 7-9 choose one. On a 6 or less, choose one anyway, but the MC will tell you why its a bad thing,
  • Your foes are shocked, impressed, or dismayed, delaying any badness.
  • You and your allies are removed from the situation.
  • There is no collateral damage.
Whenever you ingratiate yourself to your leviathan, increase your control by one (max 3). Whenever you come into conflict with your leviathan's instinct, reduce your control by one (min -1).

Beast of War
You may lower your control by one to use your leviathan as a weapon (near/far, messy, forceful). Roll your damage die twice and take the better result when you do damage. When your foes are shocked, impressed, or dismayed, all but the most potent among them will flee in terror.

I think you should name the third one Jonah And The Whale.

Dungeon World / Re: NPCs as help for Characters
« on: February 18, 2013, 11:34:53 AM »
You still make a move when there's a lull, or when people turn to you for an answer. And heck, every once in a while, on a 6- you can give the PCs a break and have one of the nearby allies intercede using one of their moves. After all, you make as hard a move as you like, not as hard a move as you can. Additionally, their moves can be used as soft moves to set up a situation.

Still, thinking about it, I'd more likely just use hireling rules, with maybe a custom bit at the beginning. Something like when the captain of the colonial guard offers you a few spare hands treat it as rolling  10+ on recruit. If the lieutenant offers the hands, treat it as a 7-9. The lieutenant is easily slighted, after all.

Dungeon World / Re: NPCs as help for Characters
« on: February 17, 2013, 10:56:20 PM »
Personally, I would either use the rules for hirelings, or otherwise just treat then as Monsters, just Monsters that are directed as allies of the PCs.

Dungeon World / Re: Just got my hardback, and oh my how apropo!
« on: February 14, 2013, 09:01:37 PM »
Hahah, done ;)

Dungeon World / Just got my hardback, and oh my how apropo!
« on: February 14, 2013, 08:43:23 PM »
So my package arrived with my very pretty DW hardback, backer supplements and t-shirt. Pack the book into my backpack to leaf through it on my break at work. Trip to work is cut unfortunately short due to vehicular collision.

With my bicycle.

I fly 10 feet and land shoulder first. After a quick check of all major joints, head and neck, as well as snagging info from the driver, I walk away from the accident no problem and get myself to the hospital. Alas, Canada. 7 hours later a doctor is able to give me a full physical run down after two look-overs by nurses, clean bill of health, nothing more significant than a bruise. Danger Defied, yo!

Anyway, on the bus home, I remember I have the DW hardback. Check to make sure it's fine (not a scratch), and then crack it open. Signed, "The sky god watches over you," and, "Take +1 forward vs Trucks." No kidding, on both counts. Thanks guys :D

Dungeon World / Re: Adventurer's Gear and other Abstractions
« on: February 14, 2013, 01:40:13 AM »
With "use up their resources" as a GM move, I don't think letting players keep their use-generated gear is necessarily disastrous. I'm not sure how it works with load, though.

Well, I don't see why their load would change. They haven't gotten anything new, just defined what's there.

Dungeon World / Re: HP w/ leveling up; goblin/mob rules
« on: February 10, 2013, 09:42:43 PM »
It really depends on what's happening. If the Bob The Fighter says, "Gods damn it, I'm sick of the little bastards! I swing my sword in a wide arc to take out as many of them as I can," well, then I'd say his attack is going to hit more than a few of them with that 9 damage, at least as many as are in front of him. On the other hand, if I say to him first, "So Bob, you're enjoying being in the middle of this fray, but looks like while the rest of them are just plain harrying you, the tattooed one on your left has a sharp knife dripping with poison jabbing toward your kidney. You like your kidney, right?" and he says "Well to hell with him! Sword, head," well, then I say his damage effects just the one. Start and end with the fiction there.

The bigger and more subtle part of what I'm saying there is that I don't think it's enough for Bob to just say, "I attack the goblins! *rolls dice*," because saying that doesn't give me enough information to say who or what's going to take the damage, outside of "goblins". If I ask him, "Cool, how," and he says, "Screw it, I don't care, I'm just swinging like mad," well, then I know. Just make sure to get enough of an answer that you can all be clear on what's happening so that the result isn't weird.

Dungeon World / Re: Several cure spells in a row
« on: February 10, 2013, 09:33:29 PM »
I think that's a drift I may well use. I'm going to hit my drawing board and see what I can make :)

blood & guts / Re: Fantasy reskin
« on: February 05, 2013, 09:26:38 AM »
Simple World, by Joe McDaldno, was pretty much made just for this purpose. Link here:

Dungeon World / Re: Fighter Unarmored by Choice
« on: February 01, 2013, 10:59:58 AM »
I think trading the armour related move with the "Unencumbered, Unhindered" move from the Barbarian wouldn't be a problem, especially since the Barbarian has the option of taking the Armoured move as well.

Apocalypse World / Re: Combat
« on: January 22, 2013, 03:21:11 PM »
Sounds like "Go Aggro" to me, or possibly just me as MC using my trust Deal Harm As Established, since I'm looking through crosshairs and that PC I'm a fan of has these  fuckers dead to rights. Really depends on how things play out. But yeah, unless the gangers are using some serious firepower that's going to blast through the cover the Chopper has, it ain't seize by force. Of course, if they do have a minigun or something, maybe the wall provides +1 armour.

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