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Messages - Aaron Friesen

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Monsterhearts / Ghoul hungers for chaos... temptation?
« on: October 03, 2012, 03:28:58 PM »
Hey! So I'm new to MCing Monsterhearts, and unfortunately my first opportunity is in a 1-on-1 game. Luckily, my associate and I both embrace the high school, dysfunctional attitude that the game really thrives on, so it's easy for the most part. Anyway, my player is playing a ghoul ("sent" origin, which we're using to great effect) with a hunger for chaos. Considering we decided a small town would be the best for our purposes (and went with the real town of Vauxhall, Alberta, which is basically a high school, a diner, and the houses around them. Check it out), chaos was the hunger he thought best, at least for a short term thing that this might be.

Anyway, I gotta say I'm stumped on how to offer temptation on the chaos hunger front. I have so far offered a few otherwise unmarked "fun pills" and the subtle suggestion that they be used to make things funky at the dance, but it felt a little weak to me. Suggestions?

Dungeon World / Re: Cleric healing the whole party between "encounters"
« on: October 02, 2012, 05:19:49 PM »
Well, I'd nix the "On a miss" text, and probably add a third option to the choice list. Something like, "Something nasty stumbles across you as you dally. Zany hijinks ensue."

Dungeon World / Re: Removing the Cleric
« on: September 30, 2012, 08:16:53 AM »
Well, for the paladin and ranger, just say either "yo, don't take clerical spells," or just swap for wizard spells. For the wizard, its not that they get a cleric spell, its that they get a new wizard spell from "x list of other spells". With those spells not being granted by gods, its now a list of obscure wizard spells.

Or, y'know, say to the wizard too, "to, don't take clerical spells"

Apocalypse World / Re: Gasoline Evaporation
« on: September 16, 2012, 03:24:13 PM »
My boys and girls used some of their personal "expertise" in the matter. We've assumed that most all of the gas is old. Old old old. Stale as stale gets, and probably dirty. Consequently, cars break down and need to be cleaned out much more often, and even then to make the cars run a bit "smoother" they add some moonshine to the mix any time they gas up. I have cheap friends who use old gas looted from junk dealers. They tell me it burns bad but it gets the job done. Usually.

Dungeon World / Re: elf ranger + follow me (+ strider) ?
« on: September 10, 2012, 02:47:11 AM »
I read wilderness as, "places sapient folk haven't had much impact on." The forest and bog not too far from the village? Where the hunters and poachers go? Sure, nobody's rightly settled there, but people impact it and utilise it. Deeper, it speaks to me about how elves interact with their environs, cause I'd guess that their homes are largely still wild, and they do what they can to live as part of the cycle, where dwarves and orcs, humans and halflings just pain rape the land and leave it touched. The elf is far more comfortable navigating the untouched places, or those only touched by elven hands, because that is how things are "supposed to be." Anyway, my two cents.

Edit: for a much more boring answer, "anything more than a few days from the nearest settlement," but I dislike that answer. Cause it's boring.

Apocalypse World / Re: Another Go Aggro / Manipulate debate
« on: September 10, 2012, 02:32:27 AM »
What Vx said. Also, more particularly, is what you're doing and how you're doing it. Are you being all hot, holding your gun like a gangsta, and sayin' "look buddy, either you're gettin' outta my way or you're getting shot," or are you being all hard with your 9mm pressed up against that asshole Vonk's face, trigger halfway squeezed in, damn near shouting, "you get the fuck outta my way right now," like the hardest gun lugger since Doberman? Or, with stat sub, maybe you're all cool with your gun casually pointed at some douche bag's femoral under the table, sayin' all casual like, "you're gonna leave this table alive or in a body bag, your choice, and you make it now." It's all in how you Do It ;)

And yeah, your hard +3 hot-1 machine? He can't use a fake threat of violence cause he doesn't sell it unless he means it, and he just hain't hot enough to fake it. Where the Skinner says, "I'mma cut you if you don't walk away," hand toying with a scalpel, the gunlugger says, "yeah... You're, uh, gonna go. Oh yeah! Or... Or I'm gonna shoot ya. Grrr." 'Cause that's just how hot he is.

Monsterhearts / Re: Skin: The Beastly
« on: August 29, 2012, 06:09:40 PM »
I think Beautiful People might be a bit more in the direction you want if it's something like "When you show someone why you're really the monster they think you are...". Or, and here's just a thought that came to mind, make it almost reactionary, like, "When someone shuts you down, show them how beastly you are and..." Kinda adds on to what shut someone down already is, and still gives enough reason for people to want to shut you down.

Anyway, love what you got brewing here!

Dungeon World / Re: Defensive monster moves
« on: May 01, 2012, 06:26:40 PM »
Something that might be a little more interesting than rolling two separate h+s rolls would be rolling there dice and dropping the highest. Still, I enjoy the 7-9 stuff better.

Dungeon World / Re: Weapon Lengths, come up much?
« on: April 17, 2012, 04:30:12 PM »
How about once per level, on a per session thing? I can't recall if there's anything that works on the session level already as basis.

From the new "moves explanation" chapter: (if i'm overstepping my bounds posting this, let me know and I'll take it down)

"You Defy Danger when you do something in the face of impending peril. That may seem like a catch-all. It is! Defy Danger is for those times when it seems like you clearly should be rolling but no other move applies.
Defy Danger also applies when you make another move despite danger not covered by that move. For example, Hack and Slash assumes that's you're trading blows in battle—you don't need to Defy Danger because of the monster you're fighting unless there's some specific danger that wouldn't be part of your normal attack.
On the other hand, if you're trying to Hack and Slash while spikes shoot from hidden traps in the walls, you're ignoring a clear and present threat and need to Defy Danger."

Basically, whenever there is danger and you narrate yourself defying it, you Defy Danger.

Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 20, 2012, 02:02:51 AM »
On a side tangent here, re: "Which is the most powerful it can kill in a fair fight," I think the language involved is the issue. First time I read it, it naturally parsed for me as "If we control for circumstances in which if two peasants fought one another the results would be 50/50 in favour of either, what is the most powerful foe this creature can kill every time." i.e not what it is possible for it to kill, what it will necessarily kill every time in a fight where neither side is given undue advantage outside of it's own abilities. I think that most folk parse it as "What can it feasibly kill, assuming even enough odds; what is it at 50/50 with?"

Thus, if I answer the question with "It can kill a guard", I'm saying that this critter can kill a trained guard every time in a mano a mano fight. The damage makes sense in that frame of reference. If we instead go with the "50/50" value, the numbers make much less sense.

Anyway, it looks like that method may be heading out the door. I think I'll keep it in my toolbox, though, as a secondary method ;)

Dungeon World / Re: Beta questions
« on: February 15, 2012, 04:54:02 PM »
Actually, on the first time he was Parleyed with a 10+, he said "fuck it, and fuck you". So he rolled Defy (with will, Defying his better judgement with anger), bombed the roll, and I went with a good ol' Seperate Them. I told him he stormed off, furious with the stupid Cleric and his stupid god, and wandered into a group of Kobolds who'd been cowering from previous events. And we all know how terrified animals react when cornered ;)

If he'd rolled 7-9 I'd've given him -1 forward, since he's just kinda ranting to himself in his head and distracted.

Dungeon World / Re: Beta questions
« on: February 15, 2012, 03:02:05 PM »
Aaron, I think the whole dynamic of the cleric holding out healing unless the other party members supplicated his god could have just as easily ocurred without a Parley move.  It would still be great role playing, and add a ton of terrific flesh to the fiction.
Well, I know that in this particular case, it just wouldn't have happened without Parley being a move. My players saw the direct advantage in being a little obstinate with each other and seized on it. Had it not been for Parley, the player of the cleric told me he'd've just healed folk with his own supplications, and had it not been for the fact that one player was being a bit of a douche that night he'd have gotten a nice chunk of experience for going along with things.

I just don't see what the actual Parley move adds to this whole dynamic, other than an XP-mine which encourages meta-gaming.

I've nothing against metagaming when it leads to plot, as the above did. I just realised that I needed to keep a tighter rein on things.

Dungeon World / Re: Beta questions
« on: February 15, 2012, 02:15:49 AM »
Yikes! Totally hadn't meant to open a can of worms with that one ;)

I've no issue with XP coming from Parley per se. My players were doing it a bunch, half because a few of them were being just plain disagreeable, and half because one player in particular was trying to game being disagreeable to gain more XP. Said player, the party Cleric, was largely holding out on healing until folk supplicated his evil god of suffering and blood. CLW was his leverage over allies, trying to get them to do more and more worshipful activities, and he was trying Parley any time there was resistance to it. Largely to game XP for his allies. In addition, he was also having his character be a stick in the mud about pressing onward in a couple ways in the hopes that he would be reciprocally Parleyed.

Again, after I mentioned "Er, guys, we've been playing for an hour and you've been asking every couple of minutes to Parley, can we get on with the adventurin'?" the amount of disagreeableness went down and it wasn't an issue so much.

All in all I was just curious about that XP grab sticking out there when the ways to get XP had been significantly hacked down to more theme addressing things. I saw mention above that 15-20 XP a session wasn't uncommon in some parties, so the drop to "1-4 plus however many times you twig alignment; oh, and Parley," just made the XP mine of Parley seem a little... out of place. I don't see easily better options for it either, outside of ditching it and bringing back "Order Hirelings" or something as a replacement. I like having Parley, though, so I'm not too concerned.

Anyway, off to make some Dungeon Fronts for Keep on the Borderlands. Cheers :)

Dungeon World / Re: Beta questions
« on: February 13, 2012, 08:57:13 PM »
Well, I only use the as written Experience rules. Again though, Parley at my table has been seen as a way too juicy option to give others Experience. Was that something that got missed in the update to Experience rules in the last 1.1 beta? Or is it still there by intention?

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