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Messages - Aaron Friesen

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Dungeon World / Re: Dungeonworld using 1d20
« on: November 05, 2012, 01:19:13 PM »
Songs like an interesting minor hack. If I played more DW than I do, I might give it a try.

Out is certainly fun rolling d20s  :-D

I'm really curious add to why you say Dungeon World ought'nt've been an AW hack. I'm not going to outright disagree, or anything, just with no context as to why beyond, "Monsterhearts," I'm at a loss as to how to interpret and respond to that.

But +1 on Rock of Tahamaat. Grokking that game helped me.

Apocalypse World / Re: Horses in the Wasteland?
« on: October 31, 2012, 07:43:03 PM »
In my last Apocalypse World,  my players feared horses marginally more than the vipercats and the murderfish, and I think that's largely because they never saw one, just what had been left in the wake of horses.

Dungeon World / Re: Multiclass Dabbler
« on: October 31, 2012, 08:12:51 AM »
"Glaring flaw"? Someone had an extra bowl of Hyperbole Flakes for breakfast.

I hope it isn't changed, it makes much more sense for someone who just started casting spells to be at a lower level than someone who's been casting spells for a while now. Otherwise we might as well just make all wizards start at level 10 and be able to cast 9th level spells right out of the gate too.

I don't think it was a mistake, and hope that the writers keep it as is.

Come now, calling out hyperbole while committing just as heinous?  ;-)

Anyway, I'm not too concerned one way or the other what Sage and Adam decide on this. I dislike Eth0.n's argument, since I dint really see it figuring in to DW play in a meaningful way, and the discursive style leaves much to be desired. I like the fiction that the rule as is supports, and I'm sure that I won't resent the fiction that the changed rule supports. The only difference it's that I can see the current rule supporting the fiction the modified rule supports, through fictional positioning giving you greater power, and the modified one not giving the opportunity for the current rule's fiction without active discussion in advance of taking the move. One way or another, I'm sure I won't care 6 months from now, outside of an occasional grumble.

Dungeon World / Re: Multiclass Dabbler
« on: October 30, 2012, 03:29:41 AM »

So, what, it's OK to have traps in the game rules for new players/roleplayers because the DM can simply fiat new mechanics to help them out1?  If so, that's true of literally any RPG ever, with any possible bad mechanic.

Er, that's not what was said. Never was said that the GM should fiat. What was said was that if you spend years in game practising at magic, the GM should make Dungeon World feel real and give you the benefit of what you've done. Just because you haven't spent an advance on it you can't car spells  regardless of the fact that you've been studying for years? That seems odd to me.

Just because you don't like the mechanic doesn't mean it is bad, nor a "trap".


If the rule for multiclass moves leads people to ignore it because they don't like the outcome it produces, as you suggest people can do, then it is a failure of game design. What you say does not in any way support the mechanic as good design. All you're saying is that it's failure can only be so bad. And "so bad" is as bad as it can ever get.  In fairness, I'll note that what you say does not in anyway imply that the mechanic is bad, but I've already presented, other, sufficient arguments in support of that position.

I won't speak for others here, but I really don't think you've given any compelling arguments that the mechanic is bad, just that the mechanic doesn't do something you want it to, and are unhappy that the response from others isn't to agree with you, but rather to say "if you don't like it, don't run it that way."

Anyway, the difference between the multiclass moves and gaining the moves via descriptive, fiction first, positioning is exactly that: one way you get to prescriptively say, "I've learned how to cast spells," and the other way you say, "I'm going to practice magic junk every day with the wizard," and through a lot of plot and description and probably more than a few moves you eventually learn how to do magic. Maybe you get the Cast A Spell move with associated stuff, maybe you get a custom move related to hedge magic. Depends on the fiction. It's not demonstrably folk ignoring the multiclass rules, it's folk approaching the same goal differently. That's not a bad thing.

(edit: removed reference to Oberoni crap. After reading more posts on it than I care to ever again, it appears nobody knows what it actually means and it's just a catchphrase to not actually mention any formal fallacy.  Will now never mention Oberoni again, and if you want to discuss formal fallacies, actually discuss formal fallacies. Otherwise I will assume you are using a bunk appeal to authority, which while not a formal fallacy still leads to a weaker argument when your sources stuck are uncited)

Apocalypse World / Hacking in strings
« on: October 24, 2012, 09:21:26 PM »
So, I'm running a solo game, and since hx isn't really worth much without other PCs we've thought about hacking in Strings from Monsterhearts. Here's my first draft. We're gonna run with it for the moment, but thoughts are appreciated.

When you go aggro, on a 7-9 they also give you a string; manipulate/seduce on a 7-9 give them a string, on a 10+ take a string on them.

Otherwise, when you bear your heart to others, truly, give them one string, when someone puts themselves in a position below you, take one string on them.

At the end of the session, choose one person who you've learned something about, take a string on them. If you think they've learned something about you, give them a string.

Dungeon World / Re: Quick Questions
« on: October 24, 2012, 10:58:16 AM »
The fighter has to choose between different "skins" for his signature weapon.

A typical longsword that you can buy has +1 damage. If i take Longsword as my option, do i get the +1 damage or is this just for bought weapons?

From what I understand, your signature weapon only has the benefits you give it. So "Just for bought weapons" is my call.

Do Scent of Blood and Merciless stack? If yes then how? Do i really roll 1d10 + 2d4 or
2d4*b ?

Is there any reason i should take Scent of Blood before Merciless?

Yes, 1d10+2d4, and "probably not", but I'm sure there are edge cases.

Dungeon World / Re: Loving it it not grokking it all
« on: October 13, 2012, 11:18:27 PM »
"So Darrnath, you can feel the poison coursing through your veins. What's it feel like? What's it doing to you?"

"So Darrnath, that poison is making you awful slow. Mark weak. What do you do?"

"Darrnath, I hate to break it to you, but if you don't overcome this poison quick, you're gonna be facing the Black Gates pretty quick. Think your body can overcome it?"

Dungeon World / Re: Defy Danger + Anything Else
« on: October 09, 2012, 09:02:37 AM »
Well, I occasionally tell the conferences and ask with a "well, it'd be damned hard and you'd take -1 forward on it," but I'm trying to wean myself off of difficulty modifiers and that's my methadone. Well, that is unless there's some danger to defy to attempt it, then it's DD and then whatever unmodified.

Did you have playbooks for this?

I find that as far as fairness is concerned, simply asking everyone at one what they are doing and then resolving each of those helps with that. Otherwise, well, that's pretty much a thing when it comes to RPGs. It's a skill, making sure everyone gets their say.

Is a combination of common wisdom and the text from the book:

Pg 164

"When to Make a Move
You make a move:
• When everyone looks to you to find out what happens
 • When the players give you a golden opportunity
• When they roll a 6-"

So, your monster turns (your opportunity to make a move on their behalf) is at these junctures. At the beginning of the combat, as such,  you'll have made at least one soft move setting things up, occasionally a hard move as dictated by the fiction. Ask the players what they will do. After you've resolved the things they do, recap what happened and what's about to happen so they have context to respond to when you say "okay, what next?"

Monsterhearts / Re: Ghoul hungers for chaos... temptation?
« on: October 08, 2012, 12:41:20 AM »
Awesome. I can use this. Thanks folks ;-)

Dungeon World / Re: What is the Druid?
« on: October 07, 2012, 08:14:45 PM »
"the lateral thinker" and "the one who talks to animals", with a dash of "the one who makes it difficult being in Towns, given their antlers cause an issue with door frames".

Dungeon World / Re: Cleric healing the whole party between "encounters"
« on: October 04, 2012, 11:36:59 PM »
You know, I think if you take away the rolling bit and just leave the  "when you" and "choose one" parts, you might be in better territory.

"When you call on your God to heal your party, choose one:
  • You are only able to heal 1d6
  • Channelling the power exhausts you, take -1 ongoing until you make camp or rest
  • Your god demand something in exchange, tribute or a favour. The GM will tell you what
You may not choose the same option twice in a row."

That last bit may be unnecessary, but otherwise I think taking the roll out of it removes further likelihood that the Cleric will just do it more than once at a time.

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