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Messages - Aaron Friesen

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Apocalypse World / Re: alternate dice
« on: January 12, 2013, 10:01:38 AM »
I like, in that example there, that if you are completely unprepared and aren't [stat] enough, you're essentially just asking "may I have my hard move, please?" Really encourages preparation in areas where you're less capable.

Monsterhearts / Cold as Ice
« on: January 06, 2013, 04:16:26 PM »
Yeah, the Vampire move.

It looks like it largely just makes things kinda worse. Any time you shut someone down, you lose an extra string or gain an extra condition, along with the target getting the same. It just seems to make the Vampire's life harder to no significant benefit. I'm going to go ahead and assume I'm missing something, either mechanically or thematically. Someone care to lend a hand on this?

Cheers all ;)

Dungeon World / Re: That group stealth roll irks me...
« on: December 19, 2012, 12:41:53 PM »
Oooh!  Can't wait to see it  :-D

Dungeon World / Re: That group stealth roll irks me...
« on: December 17, 2012, 03:15:25 PM »
If the entire party tries to sneak into the wizards tower undetected however, everyone is essentially acting despite an eminent threat (Defy Danger trigger), which means that everyone must roll to Defy Danger. From the book:

I disagree that everyone is necessarily acting despite eminent threat. A combination of "what have a threatened them with" and "how do they intend to sneak in" may determine that it's otherwise.

That said, to more directly answer the question of "how would you handle it?" I wouldn't let it get there if at all possible, and if it actually ended up that the most appropriate thing was for everyone to individually roll DD, well, then they roll it and get individual results.

Dungeon World / Re: That group stealth roll irks me...
« on: December 16, 2012, 03:40:10 PM »
My gut reaction would be to say "I get how Terry the halfling thief is going sneak through here..." Then look pointedly at the dwarf fighter and start foretelling doom with the squeak of his chain mail.

But maybe that's just because I haven't had my coffee yet this morning.


As always, it depends on what's happening. How are people sneaking, what are they sneaking past,  what are the extenuating circumstances, what are the folk they're sneaking past doing, etc. "We're bundling Thorin up in heavy robes to eat the sound of his armour and then all tiptoeing on while the orcs are playing dice games" is a lot different than "I'll get the guards to chase me, the rest of you slip into the duke's room and take his chalice."

Dungeon World / Re: One hour prep guide needed
« on: December 06, 2012, 10:27:21 AM »
All I do is make a front. Usually takes about 20-30 minutes, unless I want to make custom moves or monsters. Then it reaches around an hour to an hour and a half. Then, only set the stage, don't prescribe action.Basically just make an interesting situation that threatens  the PCs in some capacity.

Dungeon World / Re: NPC counterspell?
« on: December 03, 2012, 07:28:49 PM »

So I'm going to interpret that on occasion it's okay to tell a player that, even though you just got a success on a roll, what you were trying to do doesn't happen the way you wanted, because of {x} you didn't know about.  The Cast a Spell (and Hack and Slash) move rules don't really allow for that possibility, but it's sort of required to be able to "exploit your prep", right?

Why would you jump to the roll if it's foregone that the roll doesn't matter? Instead, say what honesty and your prep demands, and when Uri says "I start casting magic missile," the second she sees Zygon, tell her the consequences and ask, "hey, this master sorcerer Zygon stats waving his hands as you start casting and you can feel your magical energies fall apart. Do you keep casting, defying his counterspell?" Much like instead of letting the fighter roll pointlessly and say "so, those inch thick metal scales aren't going to give way to your axe, you got a back up plan here?" you say what you have to to be honest and a fan.

Dungeon World / Re: Effects of non-damage combat moves: disarm, trip, etc
« on: December 03, 2012, 02:10:11 PM »

These are all fantastic answers. For number 1 I'd also add "and also depends on what the thief did to trip the ogre, and how we narrated it falling"  to it, but that's pretty much it.

Also, #4 is just plain fantastic. Can I play at your table, Threlicus?

I think all in all, the thrust of what is being said is if you want mechanical bonuses, aid; If you want better fictional options, do something fantastic, and probably have someone else aid too ;)

Edit: not that aid shouldn't change the fictional position, too, just that for clear mechanical bonus this is where you turn.

As far as number 5, hack and slash or defy danger work well. I might even call it a sneak attack if the thief had positioned himself that the move was coming out of nowhere. All good solutions, depending on what exactly is said.

Dungeon World / Re: NPC counterspell?
« on: December 03, 2012, 01:41:57 AM »
I'm more preferable to option 3, assuming I've had any time to prep. I mean, I'd write the move different  but the feeling is there. If I'd been taken by surprise and had come up with a sorcerer that was a master at countering spells, I'd just have him turn spells back until the PCs had done something to trip up the sorcerer, but I'd wish that there'd been time to come up with a "when you cast a spell and a spell slinger is countering you" move.

Dungeon World / Re: Effects of non-damage combat moves: disarm, trip, etc
« on: December 03, 2012, 01:33:46 AM »

I've just reread page 20 ("First Edition, November 2012"), and I don't see this rule.  Closest it comes is "A character without a weapon of some sort isn’t going to trigger the hack and slash move when fighting a dragon since a bare-knuckle punch really doesn’t do much to inch-thick scales."  Which is fine, but in my world a heroic Fighter *can* kill a mook with his bare hands, even if the mook is wearing leathers.  One point of damage, flat, seems low to me.

Mi culpa. I just backed up my computer after a nuke-and-pave and had an old version. You're right, that text is long gone. It then comes down to a combination of the standard answers of "fictional positioning," "make it feel real," and "be a fan."

while it sounds like I'm a fan of auto-hit, it's much more like noclue's approach. I just assume that it's the thief's turn rather than the thief interjecting on the fighter's turn, and I have different implied fiction. Heck, come to it, depending on the fiction, I'd likely tell the thief to roll their damage as pay of the trip. But still, depends on what exactly is happening. Coming from Burning Wheel stock and remembering my roots, I really dislike ruling on hypotheticals  ;-) I know it sounds like a cop out, but it really does come down to "fictional positioning, and look to your principles."

Dungeon World / Re: Effects of non-damage combat moves: disarm, trip, etc
« on: December 02, 2012, 11:20:44 AM »
1) page 20 has your answer. Unarmed character's do one damage. Weapons don't kill people, but they sure help.

2) Very much depends on what's happening in the fiction. My first thought was to say,  "well, if the ogre's just been tripped and knocked to the ground, it's likely dazed and not fighting in melee. Fighter, deal your damage," but that just told me how much that fictional position matters.  What is the thief trying to accomplish? How does the thief do it? Does the thief knock the ogre into anything. Anyway, there went be stable combat modifiers because it's always going to be very dependant on the situation. Look at the fictional benefits of the things the players do, anything else will lead from there.

Dungeon World / Re: Disarms, Trips and conditions in general
« on: November 30, 2012, 10:54:05 PM »
So, you're actually giving him a hard bargain with the success on what Bob aimed out for on one scale? And a hard move on the.. very same scale where the success is? IMO that's like saying "You rolled 7-9, now pick both 10+ and miss results or neither." And if the player chooses neither, he's really in stagnation, which is not how the rules are supposed to work. Right?

I disagree that he's in stagnation. Something happens regardless, depending on what the player says next. Also, I don't feel it's a particularly hard move, so I don't feel its a  miss result. Maybe your misses are nicer than mine, because for my games that's hardly even a consequence. Anyway, essentially it's me turning it into a 7-9 on H&S with alternate damage (the disarming) and a choice to pull back at the last second and do something else, which may or may not trigger a move depending. Anyway, maybe I'd more likely say "You can wrest the sword out of the opponent's hand, but you'll be leaving yourself wide open to the wolf. Otherwise, you can shove the dude away by the sword and leave him with it and focus on the wolf while he get's his bearings. The choice is yours." Maybe not, though, cause I know that my players will leave themselves pretty much every time.

Also what zmook says.

Dungeon World / Re: Disarms, Trips and conditions in general
« on: November 29, 2012, 06:11:22 PM »
Ah, okay. That's an interesting take, too. However, when do you see the dealing damage taking place? If the player won't pay heed to the wolf? Or even if he turns to fight the wolf? Would you allow him an action or would you deal damage immediately as the 7-9 disarm drawback?

If you tell the player they'll get bit if they do something and they do it anyway, they get bit.

Bob the Fighter - "I roll 7 on that roll to disarm"
Your Loving MC - "Cool, you can knock the weapon out of the guy's hand easy, but that wolf is going to have a clean shot at your ankle if you do. How much do you like your ankle?"
Bob - "Screw it, I knock the jerk's sword away. I'll deal with the wolf late-OW!"
MC - "Yeah, d6 damage doesn't feel that comfortable, does it?"
Bob - "You could've rolled it instead of throwing it at me..."

brainstorming & development / Re: Any interest in an Courtly Life AW hack?
« on: November 23, 2012, 02:54:26 PM »
Well, I just played a session in a Game Of Thrones hack blending AW and MH. We all picked super social playbooks and it felt really good, if a little rough. We're working on some ways to file off the rough bits, but it definitely works so far.

I think they're an excellent question to turn back on the players. "So, Niri, you took Thing-talker, what do you figure are the restrictions on that? To you, how's that differentiate out from World-talker?" I think the answers could damn near provide a front themselves.

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