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Messages - Glitch

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Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 22, 2012, 02:07:15 PM »
I think these will result in much more sensible monsters, great work!  And if a GM has a different expectation of some detail (like maybe there are some weaker monsters even though they're from the planes) its a 1 question tweak.

Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 22, 2012, 08:43:41 AM »
Hi noofy, you alluded to the more loose guidelines for assigning monster stats in the Red Book, which I feel keep much more in the spirit of the unwritten but posted guidelines we get from sage and adam on the forums.  If the monster stats themselves are really the least important part of the monster, which I can get behind, it's odd to see 2 full pages of detailed questions devoted to determining them.  It kind of sends mixed messages.

I think it's really tough to boil down the "art" of assigning custom monster stats to a rigid set of questions, it is a bit too prescriptive at this point.

If the questions approach is going to remain, we do see that the designers are currently on the right track in listening to the feedback and improving them to ultimately give us monster stats that make sense.  It's just that I'm not sure all that work on their part is warranted, and I can imagine how much work this is! :)

Dungeon World / Re: "The Enemy Makes An Attack Against You"
« on: February 19, 2012, 12:21:24 PM »
That's a nice call.  It's cool that the game can support a variety of styles.  Some groups like a more free-wheeling adventure where there's very little threat of anyone biting the bullet.  But other groups thrive on the stakes established by the very real danger that a character might die.

If you give players the choice to avoid death through fiat, it's a tricky slope, because then all of them will be asking for the same treatment when it comes time for them to face Death's Door.

Dungeon World / Re: "The Enemy Makes An Attack Against You"
« on: February 19, 2012, 08:19:20 AM »
Good advice noofy.  I did use this approach when the paladin in one game insisted on striking a leucrota that was wrestling on the ground with the wizard. I warned him that if he went ahead with the attack there was a good chance he might hit the wizard instead. Sure enough, he ignored the warning and his sword wound up skewering the wizard and he failed his Last Breath. Keeping this approach in mind does a lot to mitigate the problem.

Still ... I do like rolling monster damage for other reasons. It removes some of the feeling of unfairness the players feel when they roll 1 or 2 for damage and the monsters always take "max" damage :)

Note this has nothing to do with trying to create numerical ranges to support a " balanced encounter".  My motivation stems more from applying some symmetry to damage and remove any chance of frustration that stems from the current asymmetry.

Dungeon World / Re: "The Enemy Makes An Attack Against You"
« on: February 19, 2012, 07:12:04 AM »
The D&D players I ran DW for felt that there was too much arbitrary fiat in the hands of the GM.  If the GM is a fan of the players, and their fate is clearly in his hands, why would he ever deal damage that he knows would kill them?  The fixed monster damage opens a big can of worms for the poor GM that I believe would largely be solved by deferring the decision to the dice ... let the GM roll the monster damage (and I don't mean vary it by a few d4s).  But, alas, I know, GM's don't roll dice in *W games!  This might be a legitimate argument against that convention.

Dungeon World / Re: Beta questions
« on: February 16, 2012, 06:56:37 PM »
In many old school (and new school) modules there are presented factions of "evil" demi-humans.  You can't survive by taking them all on, and part of the fun of these modules is striking "deals with the devil" and temporarily allying with the goblins (for example) against the dark elves.  Sure, goblins might be evil, but they're also intelligent and capable of parley if it serves their interest.  The question of how long any kind of truce or trust can be maintained in these cases adds depth and tension to an adventure.

PS - we need stats for Orc babies! (just kidding)

Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 16, 2012, 02:42:27 PM »
Although I like the "squishy" wizard as an old D&D trope, it sounds like you're working hard on striking a good balance.  It'll be interesting to see what comes in the pipeline to give characters that +4 armor.

Dungeon World / Groupware-powered Generators
« on: February 16, 2012, 12:11:53 PM »
I'm starting up a web site called DMMuse that will offer random tables and generators that anyone can contribute to.  The idea is to offer a resource that can help a GameMaster out in a pinch with a spark of inspiration.

The first service is a Fantasy NPC generator that could help seed ideas for GM's in Dungeon World games.  I invite all of you to try out the service, and submit your own NPC's so we start building out a huge collection.

If anyone has any ideas for other kinds of groupware-powered generators you'd like to see implemented, please let me know.

Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 16, 2012, 09:23:11 AM »
Or scale monster damage back like it was in the Red Book.  I felt there was a great balance there between PC hitpoints, monster hitpoints, damage, and armor.

I always like to reduce things down to the least common denominator :)

Dungeon World / Re: Within the Devil's Reach
« on: February 15, 2012, 10:57:48 PM »
I've thought about what kind of form DW adventures and campaigns might take.  One of the challenges is that so much of the campaign can be generated through collaborative play.  One format that I thought might work is a sandbox style setting, without so much as a campaign arc, but with pages and pages of "starters" that loosely describe the various interesting locales and dangers spread around the region.

Dungeon World / Re: Beta questions
« on: February 15, 2012, 10:51:51 PM »
It may be a problem of trying to lump both an "Intimidate" style move and a legitimate "Parley" style move into this one move.  When I think of Parley, I don't think of it as shoving the sword into their faces.  It's more of, "let's talk about this ... we have this you might like ... why don't you let us pass ... etc."

Maybe a "going aggro" style move is what DW is missing?

Dungeon World / Re: Beta questions
« on: February 15, 2012, 05:26:29 PM »
Aaron, thanks for the reply, it's interesting to hear how you handled it, well done I think.  And sage, I'm glad to hear that aspect of the move will actually be removed.

Dungeon World / Re: Beta questions
« on: February 15, 2012, 03:20:30 PM »
That makes alot of sense.  The fact that the Parley move added to the story is good.  But don't you find it odd that a PC should gain XP by succumbing to an evil cleric and supplicating their god?

I'm also very curious how you would have handled the "Defy Danger" if the other player said, "no way - your evil god can kiss my a$$"!

Dungeon World / Re: PC to PC Parlay
« on: February 15, 2012, 02:48:30 PM »
I was refering to Anarchangel's interpretation above,

"If they fail, they must do what they were told."

That's why I would like to here concrete examples of how this went down in play, when someone refused a Parley, and how the "Defy Danger" went down in the game.

I can appreciate the idea of somehow factoring in your character's CHA in trying to influence another PC, but I think as written the move is vague and confusing, and can lead to undesirable side effects (meta-gaming, awarding XP for doing something against character, etc.)

Dungeon World / Re: PC to PC Parlay
« on: February 15, 2012, 02:28:55 PM »
It's a little clearer, but only slightly so.

Exactly what would the player who wants to refuse be rolling, in this "Defy Danger"?  If anything, I would probably have them roll off their WIS to see if they have enough will to resist the CHA of the one doing the Parley.

But, I'm very leery of any move which forces a player to do something that they don't want to do.  Maybe in the case of some magical spell, but not just from a CHA roll.

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