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Messages - iserith

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106
Dungeon World / Re: [cleric] revoking spells
« on: March 14, 2012, 01:00:49 AM »
@Archangel and JBMannon

From personal experience, it's definitely more personal and I would say it has to do to creating the god/religion. I didn't intend to play a cleric when I sat down for my first ever session, but ended up being the guy "stuck playin' the cleric." Several levels later, it's a pretty developed religion on its own and I've even managed to use bonds to convert another character (kind of). Plus the DM can build on what I give him and incorporate elements of it in play.

If I was just picking something out of a rulebook, I don't have the same investment. It's a clever system that I hope stays in.

107
Dungeon World / Re: Within the Devil's Reach
« on: March 05, 2012, 11:54:24 AM »
I've been playing in JB's Devil's Reach game for a few session now and it is a lot of fun. I definitely recommend checking it out. As a random, anonymous person on the internet, my recommendation carries a lot of weight. So, chop chop.

As soon as I can figure out how to get a bank account open down here in Colombia (South America), I'd also like to contribute to the Kickstarter. (Apparently there was some kind of "thing" down here in the 80s with people laundering money and so getting an account isn't easy. Who knew?)

108
Dungeon World / Re: Last Breath
« on: February 20, 2012, 12:02:54 PM »
Furthermore, in DW, you play to find out what happens.  Taking death off the line seems counter to that cornerstone of DW play.  If it happens, it happens.

That's a fair point that I hadn't considered. I'll rethink my position. I'm not in love with Last Breath though. It needs... I don't know... something. Maybe once I've played more, I'll have some better ideas.

109
Dungeon World / Re: Last Breath
« on: February 20, 2012, 11:19:27 AM »
I've only played as I'm trying to get my Dungeon World Fu up to snuff. I think that when I do run a game, I won't do Last Breath. I'd rather just let the player choose whether he or she is actually dead or just knocked unconscious for the rest of the scene (or until healed).

Death is rarely interesting. When the rolls indicate someone does die, I think the player (or the group if it's a true shared storytelling moment) should be empowered to look at the situation, determine if he or she wants the character to go out that way, and then make the call. Being able to choose the level of epic in your death is a fantasy trope I'd like to play up, rather than leave it to the dice (and possibly wonky results). Nobody's going to remember the time their character died to a goblin's arrow. They will remember being swallowed whole by a red dragon or being utterly destroyed by a sphere of annihilation. That feels more true to the genre to me.

110
Dungeon World / Re: "The Enemy Makes An Attack Against You"
« on: February 19, 2012, 11:14:43 AM »
I had an issue with that last night in my game. I try and keep a pretty even mix of damaging attacks and narrative attacks and I try to give bigger monsters cooler narrative moves so that I feel more inclined to use them. Last night I had a player that got bashed with 14 damage and died, rolling snake eyes on his Last Breath. Which felt a little flat. I gave him the choice to have his new companion take the hit instead if he wanted which I should have had happen anyway as she was highly devoted to him. The NPCs death caused more trouble for the characters as they almost ended up thrown in jail.

I obviously need to make some changes to my monster (14 damage, 4 armor, and 18 HP) but I also need to give it some more interesting moves. Two obvious moves from the fiction were to throw someone around and cause destruction.

The moment had something of a retcon-ish feel to it, but it works when you consider everything through the lens of the The Hangover-esque session we ended up with! "Oh yeah, that's right... now that I remember it clearly, Mel didn't die!"

I think that sometimes it would help to have a visual aid - some pogs thrown up on the screen just so that everyone's on the same page with regard to relative positions, number of enemies, and whatnot. It might serve as a useful reminder for the DM of where interesting moves could be applied. (But this is getting off-topic.)

111
Dungeon World / Re: Turn Undead
« on: February 14, 2012, 04:25:58 PM »
The thing with mindless undead is that they need to be present in overwhelming numbers.  I'm not talking about little groups, I'm talking clogging the streets and filling the darkness, I'm talking about an environmental effect.  You should be treating 'turn undead' into a lamp that keeps the grue at bay.  If the cleric stops praying for a moment you know you'll be defying danger or defending.  What?  The cleric can't stop praying to make camp, that -1 forward will suck.  What, the cleric has to defy danger to avoid falling asleep, oh no!  Those skeleton archers sure are going to wreak havoc on the cleric if there isn't someone to defend them.  And who defend the party while he heals the fighter that took 3 arrows for protecting him.  When it comes to mindless dead, go big.

Pure awesome.

112
Dungeon World / Re: Turn Undead
« on: February 14, 2012, 03:12:08 PM »
Yeah, but you're a fan of the players, so sometimes you throw them a bone (animated in this case) so they can be badass.

True, but the GM can both be a fan of the players AND work to keep things interesting. I'm definitely down with letting players blow stuff up. I do it all the time in this and other games. I just think from a design point of view, mindless undead blowing up on a Turn Undead will simply result in less mindless undead being used in the first place. In practice among many tables and groups, I mean. I'm not a game designer though so perhaps I'm wrong. It feels like there's no incentive to including them in a game very often if there's a cleric around. I'd rather put in a ghoul or vampire so at least the PCs can have a conversation with it if they so choose.

113
Dungeon World / Re: Turn Undead
« on: February 14, 2012, 02:18:27 PM »
Well, in AD&D, for any given undead being you either have a chance of turning it (or no chance), you automatically turn it, or you outright destroy it. Just blast 'em to dust. Which is pretty metal, IMO.

I'm not sure when turning started to involve dealing damage (3rd ed., I guess?).

No doubt it's neat and, in another game system, I'd fully support going damage/destroy on Turn Undead. I just think it could be somewhat limited in practice from a storytelling perspective. It's likely that a cleric will be in the party because, well, someone always gets "stuck" being the cleric in a full group, right? As a result, more often than not, mindless undead would need not apply in the adventure. It'd be like an unnecessary speed bump in any given scenario. "Here are some zombies for you to destroy with your holy symbol before we move onto something else." It feels flat to me.

At that point, as a GM, I'd see no further reason to include those monsters in my game because likely nothing interesting would happen by doing so.

114
Dungeon World / Re: Turn Undead
« on: February 14, 2012, 12:32:35 PM »
I like the idea of a roll for Turn Undead. It allows for a golden opportunity on a fail which might look very cool depending on the scene.

Damage to undead by way of Turn Undead doesn't "feel" right to me. I just don't think it's very interesting, even if old school D&D allowed for it. I'd rather it be a situation where I could keep them at bay and communicate. Perhaps instead of saying the cleric has leverage and worrying about what that means, you could just say it allows the cleric to Parlay with intelligent undead on a 10+.

115
Dungeon World / Re: Turn Undead
« on: February 13, 2012, 11:44:00 AM »
Having played a cleric for the first time on Saturday and having run into a ghost for which Turn Undead was useless, I agree that something should change about that power. I hesitate to climb on-board with all the additional mechanics and dice-rolling, but I think there should be some effect on all undead.

I'm not experienced enough in the game to know what a balanced alternative would look like. I'd at least like to have the power to ask the undead questions (if it's not mindless) before it savages me.

116
Dungeon World / Re: Age of Worms
« on: February 12, 2012, 11:13:13 AM »
You can count me in for the next playtest as well if there's room -

Brother Bendito Seas, Supplicant of Salvador, human cleric

I'll post some commentary on the game later today.

117
Dungeon World / Anybody Playing DW Online?
« on: December 14, 2011, 11:09:05 AM »
Just curious if anyone fairly experienced is playing Dungeon World online and wouldn't mind a lurker to listen in on the gameplay and maybe throw in the odd question here and there.

I'll even bring some virtual beer by which I mean I'll sit there quietly pounding brews and promise to belch away from the mic.

118
Dungeon World / Re: Dungeon World Podcasts?
« on: October 15, 2011, 06:54:13 PM »
Thanks pseudo, sweet find.

119
Dungeon World / Dungeon World Podcasts?
« on: October 07, 2011, 04:27:04 PM »
Please forgive me if this has been asked/answered elsewhere, but does anyone have a link to actual play podcasts of Dungeon World? I've heard one on Apoc World; however, as an avid D&D player, I'd much prefer to listen to a game of Dungeon World to see how it goes. I'm intrigued by what I read.

Thanks for any links you can provide.

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