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Messages - Murgh Bpurn

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61
The Regiment / Re: First Session
« on: March 17, 2012, 06:31:35 PM »
Thanks for the feedback. Two of us are going to have another session on Tuesday, we'll be sure to take everything onboard.

62
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?

63
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 :)
 

64
The Regiment / Re: The Regiment Alpha Playtest Kit 1.0
« on: March 06, 2012, 01:44:22 PM »
John, how do you feel about online playtests?  
I know some folks don't like their IP spread all over the internets, and other people like being able to watch a game in progress.  I've been excited about Regiment, and I think it would make a great one-shot.


Heh Danny, what timeline are you, I'd love to play an online game?

65
Monster of the Week / Re: Fear / Sanity
« on: February 06, 2012, 05:42:27 PM »
Totally understand and I love it for its Sam and Dean monster hunting flavour.  Just wanted to try it with some Lovecraftian horror! :)

66
Monster of the Week / Fear / Sanity
« on: February 03, 2012, 08:03:47 AM »
For Lovecraftian Monsters, should there be a Fear / Sanity mechanic, thoughts?

67
Dungeon World / Making Moves questions
« on: October 20, 2011, 08:26:45 AM »
I'm reading the Making Moves section of the AG pdf and have a couple of questions:
The mini-classes seem self explanatory, however has any got a link to further discussions?
As most of my games are likely to be one-shots, I like the Adventure Move. Is this meant to be in addition to the normal character creation process or instead of certain steps?

68
Dungeon World / Re: Dungeon Worlds on Fantasy Grounds AP Report
« on: October 17, 2011, 01:04:43 PM »
I'll describe the situation where I wanted a modifier (I think I went for Defy Danger in the end):
The "Orc Defenders" had a move "Work Together", one was in front of the other so I had one retreat slightly and one advance, so that they could then fight side by side. With their move established I was unsure how to mechanically fit this in: the Players take -1 ongoing against fighting the pair of Orcs or Defy Danger to get past their "teamwork"?

For the notice it wasn't obvious, and in the end a Discern Realities got them the information.

I don't think Prep comes into it, there was something that could be noticed if they took the time, that would help with the story further down the line....

I realise there are no rounds, hence the quotes :)  I suppose I just wasn't sure when the PCs had finished and the NPCs should "carry on"

69
Dungeon World / Re: Dungeon Worlds on Fantasy Grounds AP Report
« on: October 16, 2011, 06:52:13 AM »
Chatlog can now be found here

70
Dungeon World / Dungeon Worlds on Fantasy Grounds AP Report
« on: October 16, 2011, 05:59:29 AM »
(I will cross post to Story Games / Fantasy Grounds Forums)

So just had my first game of DW and I must say that I enjoyed it.  

The game was played with myself and 4 players from the FG forums. Character creation had gone well and is posted as a separate Google Doc.  The chat log will be posted when I've “cleaned it up” ie fixed my horrendous spelling :)  We were also using Skype, so the rules discussions were often done there, I'll try and remember those and comment on them.  Screenshots can be seen here.

A brief summary of the events:

Fr Carmine and Tarim are talking in a bar, De'alist and Farleigh are both nearby. 4 thugs burst into the room looking for Fr Carmine and the lead Half Orc Thug attempts to take him hostage. A fight ensues whereby the Player Characters kill 3 of the Thugs and take one captive.  A piece of leather is found in a locket worn by the Half Orc and questioning of the captive and the dead reveal that the Thugs were hired by Scarface Orcs to capture the Priest.

The next day the Play Characters head North on the trail of the Scarface Orcs, however they come across a camp of Orcs where a fight between two Orcs seems to be taking place.  After a brief scrap Fr Carmine manages to dupe the Orcs into believeing he is working under the Orcs Leader Reekum.

To be continued...


I'm going to post without rereading the rules and had the following Dungeon World issues as a GM:

    Sometimes I wanted to modifier the rolls for difficulty, can I?
    Sometimes I wanted to see if things were noticed, but couldn't see how I could do this, ie have the player make a roll without them saying the fiction?
    Often after one “round of combat” I wasn't sure  how to move on to the next.
    Can a aid / hinder roll be taken after the main roll?
    Of note I was often asked to draw a map (see post
here) [/list]
    I had ruled that back stabbing with a precise weapon was Roll+dex

Ruleset / Extension issues:
One player commented on having duplicate icon buttons on the right hand side, only one player had this (they were lite, everyone else was full), I had seen this a couple of times when using a second instances as unregistered, however it went away when I logged out and back in.
Each time a player logged in the chat window was resized for one of the players

Rules:
A Player commented on why carouse was Con and not Cha, didn't look like there was enough Cha moves.

I'll pick out some of the issues here:

After reading a lot of the posts on Story Games and Dungeon World forums I acted as follows during a combat:

The three “Human Thugs” lunge with their knives at the people in the inn that had come to the defense of the Priest...
Tarim moves to pin his knife hand and control his body. - I took this as Hack and Slash, reacting to the move.
De'alist Stands up from the table, moving rather smoothly as he waves his hand toward the thug that came near. "Vel'Ros'e'na" (Magic Missile) – I took this as Defy Danger, then Cast a Spell.
Fr. Carmine picks up his stool and swings it at the nearest thug's head – I took this as accept the attack, then Hack and Slash (I wasn't comfortable with it and explained why – the fiction didn’t mention the incoming attack – and as it was the first combat we went with it).
Farleigh will dance lightly back into an open area, her rapier up and ready to parry and thrust – As this was said after the other three and she was a thief  I allowed it to be converted to a backstab against one of the “Human Thugs” that were intent on the other PCs.

When Farleigh and De'alist infiltrated the camp I got into “standard RPG mode” and wanted to give information for a successful Notice roll – there appeared to be two groups of Orcs.  If they didn't say any fiction that sounded like they would notice this, then I couldn't. On retrospect one of the players should have acted out Discern Realities, but they didn't at that time.

On a Defy Danger roll of 7-9, can the “worse outcome, hard bargain or ugly choice” be ignored if the action that caused the Defy danger to be rolled is reconsidered?

On two occasions I broke the rule “Always Say – What The Rules Demand”, however I felt it was justified and made sure that the Player new that I had done so, something of greater power caused the spell Speak with Dead to fail.

71
Dungeon World / Re: DW Module - The Goblin Hole
« on: October 14, 2011, 05:19:13 PM »
I couldn't get it to work from this thread either, however it does work from here.

72
Dungeon World / Re: Dungeon Worlds on Fantasy Grounds
« on: October 13, 2011, 04:35:13 PM »
Game on this weekend, really looking forward to it.

Latest screenshot:



I'll be posting the chat log and in game screenshots after the session.  I'll also post the link to the extension, if it proves to be stable.

73
Dungeon World / Re: Dungeon Worlds on Fantasy Grounds
« on: September 30, 2011, 05:27:31 PM »
I'll be sure to let you know how it goes.  I'll be posting the chat log and some screenshots.

Latest wip screenshot:


Are you happy for me to make this extension freely available when I've finished?  It will only contain material from the Playbooks that you already have for download.

74
Dungeon World / Dungeon Worlds on Fantasy Grounds
« on: September 30, 2011, 09:55:14 AM »
I'm preparing for a game of Dungeon World on Fantasy Grounds (a Virtual Tabletop), I've got most of what I want on the sheet now and I'm looking for feedback.

Typically how many Ongoing or Take Forward effects does a PC have in play at any one time?

Any other comments welcome. I'm planning on having Bonds, Equipment and Notes on a separate page.





75
Dungeon World / Re: Bonds
« on: September 29, 2011, 03:54:07 PM »
Ahh, ok, so a future rules release?

Thanks for the quick response :)

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