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Topics - Murgh Bpurn

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1
Dungeon World / Elizabethan World
« on: November 21, 2012, 02:31:08 PM »
My Elizabethan World Hack of Dungeon World can be found at: http://elizabethanplymouthrpg.wikidot.com/dungeonworld:elizabethan-world, comments appreciated.

Is a DW showing off this Swashbuckling and Sorcery hack at it's best, or would AW be a better fit?

2
Dungeon World / What is the Druid?
« on: October 07, 2012, 06:57:38 AM »
I'm having difficulty explaining to a Player in my group, what "role" the Druid is likely to take in a party, we seem to be very much opposed in our views. Can you guys explain what functions your Druid takes on in the party.

3
Dungeon World / Rangers Command
« on: August 27, 2012, 12:30:48 PM »
When you work with your animal companion on something it's trained in...

Is that the same as its cunning moves?

4
Dungeon World / Pre Release pdf
« on: August 25, 2012, 03:33:50 PM »
As a member of the Adventurers Guild I could share the beta rules with my group, can I do this with the pre release pdf?

5
The Regiment / Alpha 2.0?
« on: August 22, 2012, 01:41:25 PM »
When can we expect it? :)

6
Dungeon World / W E A L T H
« on: July 14, 2012, 11:37:52 AM »
Is it a spam word, as I have written 2 posts that have disappeared...

7
Dungeon World / Abstract Wealth
« on: July 14, 2012, 10:50:21 AM »
I want an abstract wealth system for my DW hack I'm working on. I've seen the thread here, which has some good ideas that have helped, however I've come up with these rules that I would like comments and thoughts on:

https://docs.google.com/document/d/1nUsg7XOE2aRITicwRIcoyq__uPftz6x_1HlNcZT0el4/edit

8
Dungeon World / Hangout game 30 June?
« on: June 23, 2012, 11:06:23 AM »
Anyone fancy a hangout game next Saturday about 1900 UK time? Maybe try out Number Appearing?

9
Dungeon World / One shot Con games
« on: June 23, 2012, 04:32:03 AM »
For those that run one shots, especially at Cons, would you like to share any of your experiences?

Thanks in advance!

10
Dungeon World / Defend
« on: June 11, 2012, 01:04:45 PM »
With Defend you have the ability to cause more damage than Hack and Slash as you increase in level, is this intentional?

11
Dungeon World / New version in the next week?
« on: May 18, 2012, 03:05:11 AM »
Is there likely to be a new version before 25 May, as I want to print everything off for the UK Games Expo?

12
Dungeon World / Barrowmaze
« on: May 07, 2012, 07:02:40 PM »
Anyone thought of running, or is running Barrowmaze for DW?

13
Dungeon World / Animal Companion and Ferocity
« on: April 09, 2012, 09:22:53 PM »
Is the animals Ferocity "1d4" / "2d4" or the result of 1d4/ 2d4?

14
Dungeon World / Goblin Gully
« on: March 17, 2012, 05:34:44 PM »
I'm going to be running Goblin Gully for a party of two this week and thought I'd have a go at statting the final creature.

Quote from: Goblin Gully
Once the door is open a gurgling, sloshing sound can be heard from below. The pit is home to a putrescent mutant mass of flesh – the last remnant of the Kale experiments. It is treated as a black pudding but is far more terrifying looking as putrescent appendages grow and are reabsorbed. Creatures with less than 4 Hit Dice seeing it must make a save versus spells or flee as if under the effects of a cause fear spell. If they fail to bolt the door, the creature will be free to destroy the town...

Quote from: Previous version of DW
Black Pudding
Blending into the dark waters of the swamp, black puddings are predatory oozes that dissolve their prey into basic sustenance.
Instinct: To dissolve, to break down
• Dissolve an unattended mundane item
• Corrode an item, making it less useful (less damage, armor, uses)
• Blend into swampy waters
Level 2, 5 HP, 6 damage

Quote from: sage's most recent monster building guidelines
How does it usually hunt or fight?
   All by its lonesome: 9 damage
What's the toughest it's a threat to in its usual numbers?
      A rural keep or guarded neighborhood: +8 damage
How big is it?
   As big as a cart: 25 HP, Close, Reach
What is its most important defense?
      Leather armor or a thick hide: 1 Armor
Which of these describe it? (Choose all that apply)
      It isn't dangerous because of the wounds it inflicts, but for other reasons: -2 damage, write a move about why it's dangerous
      It has long appendages or weapons: Reach
      It doesn't have organs or discernible anatomy: +1 Armor, +3 HP

So, stats so far:
HP 28
Armour 2
Damage 16
Close, Reach
  • When you first see the putrescent mutant mass of flesh, roll+WIS. On a 10+ your mind overcomes the horror in front of you and you may act normally. On a 7-9 choose one:
    - You flee from the creature.
    - You stand transfixed by its horror.
    - You run crazed towards it, weapon swinging indiscriminately.
  • Dissolve an unattended mundane item
  • Corrode an item, making it less useful (less damage, armor, uses)
  • Blend into swampy waters

Thoughts?

15
The Regiment / First Session
« on: March 14, 2012, 08:12:09 AM »
Three of us tried out The Regiment last night. To answer the question posed on the Mighty Atom website "Should you try this out?", we ticked two and a half of the three boxes. We had never played Apocalypse World and didn't know it well, however all of us had played Monster of the Week and two of us had played Dungeon World. We were fans of war movies and we were definitely up for playtesting a game from bare-bones components.
 
The game was enjoyed by all and the objective was achieved.
 
Feedback:
 
We played with a default platoon, the Officer moved between teams, the Sergeant and the Medic were in one team, the Soldier was in another team and the third team was NPCs only. Most of the time we were conducting PC team on NPC team firefights rather than PC on NPC, we were unsure if we should have been using the gang rules from AW or the Force Parity table or some sort of combination of the two (which was what we mostly did). We had the PC make the appropriate roll which sometimes seemed odd (the Medic making an attack the enemy move, when there's an NPC Sgt in the squad).
 
How is gear treated with regard to NPCs? We played it that whenever a team made a move requiring gear, a PC in the team had to pay the cost.
 
When a make a close assault roll is failed we figured that either a second make a close assault move had to be made or act despite danger, depending on the hard move given by the GM on the first fail. Harm was the hard move given initially, and it was decided that the players pressed the attack and made a second close combat roll which then routed the enemy. Was this done correctly?
 
When giving orders (from PCs to NPCs) they were generally carried out as if it was "standard infantry training". If it was counter to the "survival instincts" of the NPC then the PC would have to impose their will, there is a fine line between the two...
 
I really enjoyed the XP rules, as the Sergeant managed to gain an advance due to really poor rolls and taking damage, takes the sting out of poor dice rolls :)
 

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