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Messages - iserith

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16
Dungeon World / Re: Making moves...
« on: June 08, 2012, 11:10:25 AM »
This is one of those things I've learned to do well, but have a hard time explaining to people in writing. I'd love to see something in writing from someone who can explain it that way.

But, in a nutshell, the game is a conversation and there is no turn order as you know. There may be lulls in the storytelling you're not quite picking up on yet. Or opportunities for you to put a soft move out there to threaten the PCs, forcing them to deal with it. Even on a 10+ H&S, they're going to roll damage and look to you to see if the thing is dead. If it's not, soft move!

17
Dungeon World / Re: AP The Mansion's Cavity
« on: June 07, 2012, 11:02:16 AM »
Sweet, that answers that. Thanks, Adam!

18
Dungeon World / Re: AP The Mansion's Cavity
« on: June 07, 2012, 10:31:10 AM »
Thanks for the AP! It was a pleasure running the session for you and your friend. I really liked the fact you had a paladin and a thief and they were able to get past the default (negative) interaction that might otherwise be very common to two such disparate companions, which I have seen all-too-often. You guys also gave out a lot of great world-building material - a civilization in decline, slouching toward feudalism, a great city on the sea which is the bastion of civilization and where the thief was no longer welcome, barbarians in the north who worship an animistic god, a dark swamp reputed to be home to basilisks, and of course the recently-annexed town of Goldlach where our adventure began...

Some stuff that I thought was cool about what you did:

- The opening fight with the orc in the abandoned manor was just great. It was exciting, full of interesting action, and the air was full of tension as you searched her and wondered what Terrible Things might be lurking inside the manor if that was the doorman.

- The thief felt empowered to use some of the fiction we'd established during character creation to "create" the secret stash of the Dancing Man, a squatter who had lived in the mansion before getting the hell out of there once The Digging began. Inside was a half-drained bottle of fine wine and a rusty tin locket with a timepiece on it, the latter of which was fully established by the thief. I wonder what role it will play later.

- The battle with the umber hulk. You talked to it. It talked back. Some weirdness ensued. Its grubs were involved. (You had to have been there.) When I ran another group through this same dungeon, it was a straight-up battle. It was neat to see some variety.

- Your paladin and his "invulnerability to the touch of incorporeal creatures" was really neat. Just so happened that a wraith was already at the location and it made for a very cool dynamic as it couldn't do anything to you except banter while it tried to kill the thief. Some really great teamwork ensued as you destroyed the crystal that spawned it just in time to save the thief. Very memorable.

I wasn't aware of any pushback during the world-building discussion. That could be due to the online interface. Would you say that this was an issue of approach on my part? How can I alter that to make it less, I dunno, is "intrusive" the word? In my mind, as you were giving me material, I was making connections to things you and the other player had established. A civilization in decline, a single bastion of civilization, and the heathens worshiping an "older" take on your own nature god... I was definitely feeling like that was all connected. That the barbarians would surely in some future game try to sac the great city, and that somehow only you, a paladin of a reformed god of beatific and harmonious nature, may be the only one to stop the tide of barbarism and blood that might snuff out the last light of civilization. I very much wanted to see where that was going.

As I look at my notes, I could easily see 10 levels of play out of what you've given me and I know there's more rattling around in your brain as borne out during your exploration of the manor, the umber hulk's lair, and the tunnel that has "broken" into a vault of great evil. I'd also love to see what's going on between the thief and the Duchess who recently annexed Goldlach. There's got to be a good story there, more than the thief is willing to admit to his paladin friend!

I look forward to running future games at your leisure and, having played in a game you ran last night, know that you "get" it (if my opinion can be considered as any sort of informed one), so I'm sure many, many great sessions lay ahead for your gaming circle. I'm happy to have helped out wherever I could and pleased that Dungeon World will be spreading to your community.

@ stras
We didn't have a bard at this game, but I think C&O has been deliberately changed from a previous edition to reflect that it's only useful on players as opposed to NPCs. I'd normally write that off and let it be used on NPCs (and do, as a house rule), but the deliberateness of the change makes me wonder if Adam and Sage didn't have some firm reason to do it.

@ noofy
Have you had an experience where the player isn't interested in a line of questioning and you did or didn't know it? Obviously, there's an easy solution which you've already discussed and that'd work for me. Just curious if you've seen anything similar in your games.

19
The biggest problem was alignment. My DM usually has a very strict 'good character only' rule. So the thief's player just had to pick the only alignment available that would play nice with a good campaign and a give-no-ground kind of DM.

You can be non-good and still be heroic. Maybe talk to the DM about what you have in mind when you choose something that might not exactly align with the DM's expectations?

No one was playing a unique character, so much as an archetype in a new situation. Again, streamlined the process a lot, and the alignments available/unavailable all made perfect sense; at a table of new players I would definitely limit their options to what are given. That's all house ruled easily enough to not worry about, though.

As I look at it, the archetype level design of DW lends itself to putting together a playable character quickly. The process and Q&A that comes with character creation is what makes the character unique. If that process is lacking, you may feel like you don't have much to work with at the outset and forced to fall back on tropes.

A big annoyance was what did and didn't count as being a trap. This force field seemed magical (and later we found out it was) which made the thief reluctant to check it. Even after he decided to, the DM thought it would be better to just Spout Lore, so the Thief was stuck rolling at a -1 instead of the +2 given to him by Trap Expert. I think that there may be a clear definition for what constitutes a trap in the materials, but I didn't see it.

A trap is usually defined by a custom move, created by the GM either beforehand or on the spot. Something along the lines of "When anyone weighing more than a halfling walks across the black rune, the floor gives away to a spiked pit below..." Then some mechanic governing what you roll and/or what those results look like in context. It could be the GM didn't know this or didn't actually consider the field a trap in which case maybe some Q&A would have clarified everyone's perceptions. Spout Lore seems the right call if it wasn't a trap; Trap Expert if it was.

My DM has decided that after 10 seconds of no deliberate action, one nearby enemy auto-hits (it's a pretty nice idea)

When there's a lull in the conversation, that's usually a queue for the GM to make a move. Usually that's a soft move, but it sounds like here there were hard moves (damage) applied. Perhaps you were ignoring a specific threat? The GM never rolls to hit, but I think I know what you mean when you say that.

We've yet to build a thief who can carry all of the equipment he starts with ... Our thief guy made a habit of dropping everything but throwing daggers as soon as it's plot convenient.

This may get a revision. They've said they're doing a edit of equipment and whatnot for consistency.

Thanks for the AP! Glad you like Dungeon World.

20
Dungeon World / Re: More quotes?
« on: June 05, 2012, 04:54:13 PM »
"Asking questions always relaxes me. In fact, I sometimes think that my secret profession is that I'm a private investigator, a detective. I always enjoy finding out about people. Even if they are in absolute agony, I always find it very interesting."

- Wally, My Dinner with Andre (1981)

21
Dungeon World / Re: Who must be the target of a golden opportunity?
« on: June 05, 2012, 11:17:55 AM »
This was something I didn't "get" at first either. It's not a tit-for-tat... you don't have something happen to YOU as a result of YOUR miss. It's just a turn in the fiction. As long as it follows, whoever is on the receiving end of that misfortune is up to the vagaries of context and The Cool. It might be you; it might be your buddy. Or someone/something else entirely.

22
Dungeon World / Re: Custom Moves Compendium
« on: May 31, 2012, 04:33:04 PM »
Okay, I'll bite. Here's a magic weapon a PC in my game recently acquired. It's got a move of its own.

Gloom   
Forceful, Thrown
Forged in the Gray Wastes of Niflheim, this pitted iron hammer is black as Death’s Door and has a haft of intricately carved bone white as the driven snow. When an ignoble creature is struck dead by this weapon, you consign its dishonorable soul to Hel the Merciless, Daughter of Loki. Gain 1 hold. While holding Gloom, spend this hold, one for one, to do any of the following. Lose the hold when healed by magical means.
•   Ask a proxy of Hel a question about death or the dead
•   Command an undead creature to perform a task
•   Fill someone with despair

23
Dungeon World / Re: Custom Moves Compendium
« on: May 31, 2012, 01:45:45 PM »
When you mean custom moves, are you talking about stuff for the characters to take? Because custom GM moves are going to be pretty adventure specific, no?

24
Dungeon World / Re: +Messy
« on: May 30, 2012, 12:13:28 AM »
I like that custom move. Thanks for the examples as well.

I have a player that wasn't sure how far he could go with his fiction when describing the effects of Messy and was being a little timid as a result. I'm okay with things being somewhat dark (It's not TV. It's HBO.) so I said just go for it and we'll see what happens. If he hacks one of my NPC's hands off, I'll just beat him down with the stump. Or scream, run, and inevitably recur with a hook and a grudge. Or pass out from shock if he's a mook. It makes for good story.

25
Dungeon World / Re: [AP] Playing with youngsters
« on: May 29, 2012, 01:56:06 PM »
Wizard: "What do I know about the arcane runes on that door?"
GM: "Sounds like you are drawing upon your accumulated knowledge of magic. Spout Lore?"
Wizard: "Yep." (rolls 7+)
GM: (gives interesting or interesting/useful result) "How did you know that? Where did you hear about them or see them before? Who first told you about runes like this?" (GM writes down responses for use later.)

26
Dungeon World / +Messy
« on: May 27, 2012, 06:59:53 PM »
What are some good examples of a player taking good advantage of the Messy tag for their weapons that have it? What sorts of good fiction have you seen in your game with this?

27
Dungeon World / Re: Beta 2.3 Questions / Feedback
« on: May 22, 2012, 11:35:04 AM »
Yes, I see your point. Ultimately, that would just require the Clumsy tag to be added to shields and then Clerics must be given the Armored move like Fighters and Paladins or the shield is removed as starting equipment for Clerics. By making shields Clumsy, you're basically saying who gets to use shields and who doesn't by way of a penalty. I'd rather it be more contextual with the benefits and detriments of grabbing a shield determined at the moment it happens in play, like in the example of the wizard defending himself against a hail of arrows. I just don't need tags to tell me what to do in this case.

28
Dungeon World / Re: Beta 2.3 Questions / Feedback
« on: May 22, 2012, 10:59:18 AM »
I tend to think of Weight in the DW context as more than just the number of lbs/kilos something is. It's also about bulk, unwieldiness, or care required to keep something from being smashed (as in potions or the like). A shield, because it ties up your arm would thus have equal or more "weight" as chainmail which is, for all intents, like wearing heavy clothes.

At least, that's how I justify any "inconsistencies." So far, that has worked in our games.

29
Dungeon World / Re: Gasp Actual Play Report
« on: May 21, 2012, 11:17:28 AM »
Thanks for the AP! Good read.

Moreover, when our cleric decided to be a front-line fighter I winced.  But he not only held up well, but showed me a build pattern using sacrifice and empowering to add magic weapons to his strikes, becoming quite the combatant.  Wasn't a combo I had considered, but it's pretty awesome because the cleric-as-a-fighter is a D&D trope that while i don't necessarily care for, didn't seem very well supported, but wow did it work out great.

My ongoing campaign has a cleric of the Norse gods who takes the role of the front-line fighter. He's very effective in combat with empowered magic weapon, too. This is probably the go-to build for anyone who wants to mix it up in melee with their cleric. I'm encouraging the player to write up new "combat" spells so that it doesn't get stale. As a human cleric, he took magic missile and empowers that bad boy as well, describing it at lightning. Suffice it to say, he's not too concerned about having a d6 for his base damage...

The bard is really strong.  Their healing is constant (meaning it never goes away or fades) but the ability to heal enemies on a jump is interesting.  Moreover, the additional damage is awesome, but I think their assist ability is potentially the most deadly.  Not broken strong, but strong.  I'm hoping to see the class again in play to compare it to others.  Overall it was a great addition to the party.

I got to see a bard for the first time in a game I ran on Saturday night. It does seem quite strong in the area of Arcane Arts, especially healing and damage bonuses. But I won't get to see it in the long-term as he was strangled to death by a malignant wraith.

The ranger was pretty strong.  The extra damage isn't necessarily too out of line at higher levels, but at lower levels it gave some folks a sense of sticker shock.  I ran some math on it vs the original driver that the build seems based on and came up with some math that I'll share in a future post.

I'd love to see your math. I feel like it's balanced so long as the "negative" side of their companion is played up by the GM. If the GM ignores it, the damage is probably on the high side. Am I right?

In terms of the game, how would you handle something like 'multishot'?  Namely 3 goblins were attacking Bill the mule.  If the ranger was trying to save him by rapid-firing some arrows to try and scatter the assaulters.  He hit, and killed one, but everyone wanted to know since you guys have mob rules against a PC if there was an attack-a-mob-back series of rules for the PCs in return (attacking 3 goblins? roll 3dDamage*w?)

If you're trying to get the goblins to do something specific like scatter or leave Bill alone, then it's a Parley in my book. Maybe I'd rule that it was using Dex though since no words were exchanged, just arrows!

30
I wonder how much of this is based on one's definition of melee. Because there's the plain English version of the word and the one with a ton of subjective gaming connotations.

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