Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Glitch

Pages: 1 2 [3] 4 5 6
Dungeon World / Re: Beta questions
« on: February 15, 2012, 08:26:52 AM »
Aaron, I think the whole dynamic of the cleric holding out healing unless the other party members supplicated his god could have just as easily ocurred without a Parley move.  It would still be great role playing, and add a ton of terrific flesh to the fiction.  I just don't see what the actual Parley move adds to this whole dynamic, other than an XP-mine which encourages meta-gaming.

Also, why should a PC gain XP by caving into the demands of an evil cleric?  That's not a very heroic thing to do.  I would rather give them XP for standing up to the cleric and not caving.

Dungeon World / PC to PC Parlay
« on: February 14, 2012, 05:43:43 PM »
I haven't played AW, but I have listened to the Walking Eye actual play.  I'm trying to imagine how PC to PC Parley would work in DW.  I'm most confused about the Defy Danger if the other PC refuses the Parley.  It would be great to hear some actual examples about how something like this went down in a game.

I guess I'm having trouble with the fact the the move seemingly forces the person making the Parley roll to somehow back up their threat, otherwise, why the Defy Danger?  This seems to take agency away from that player.  What if they wanted to bluff?

Dungeon World / Re: Beta questions
« on: February 14, 2012, 02:01:09 PM »
I think the Parlay move should apply to NPCs or Monsters only. If players threaten or bribe one another, or whatever, it shouldn't involve a roll, let the players make their own decisions for their characters and move on.

Dungeon World / Re: Turn Undead
« on: February 14, 2012, 11:22:51 AM »
If you're asking what the players might have that the ghost wanted, a classic answer would be for them to lay its physical remains to rest in a sanctified grave.

Dungeon World / Re: Turn Undead
« on: February 14, 2012, 11:19:02 AM »
I would think that the leverage should be something that the monster wants, like a bribe of gold, or a concrete threat against it.  How did the player actually interact with the ghost in the "fiction"?  That would tell you what leverage, if any, the player held over the ghost.

You don't always have leverage because you're not always sticking your sword in the monster's face.  That's a quite aggressive action that might very well backfire.

Dungeon World / Re: Hi again
« on: February 08, 2012, 09:05:44 PM »
Did they change Level Up to 7 + Level?  In the Beta 1.1 it still says 10 x Level.  Agreed that if you use something like 7 + Level you won't have that problem :)

Dungeon World / Re: Hi again
« on: February 08, 2012, 08:38:42 PM »
Unless they tweak the level progression/XP rules, you'll have to be playing a LONG LONG time to get beyond 10th level!

Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 08, 2012, 03:19:16 PM »
A rabbit is a monster in my game.  It is a more aggressive version that carries poison in its bite.  I don't want it to have 20 hit points, so I simply ignore the current monster hitpoint questions and use common sense.

Thinking more about it, I agree with sage that fundamentally it's a clash of expectations.  His expectation is that every monster, for example, spawned in the forest will have either 24, 30, or 37 hitpoints (at least if it has a discernable anatomy!).  And my expecation is that there is a vastly greater variation in nature that I want to account for.

Dungeon World / Re: GM play-aid sheet
« on: February 08, 2012, 02:14:22 PM »
Like Nathan, I roll for many things too, when they come up. Or let the player roll for some things. The best is when they find gold.  I "borrow" the method from Warhammer Quest.  Let someone roll as many d6's as they like, that's how much gold they find, but if any of the dice come up 1 there is no gold!  You should see the player squirm when faced with the classic conflict of fear versus greed :)

Dungeon World / Re: Age of Worms
« on: February 07, 2012, 11:27:07 PM »
Sounds like a great game ... especially the narrow escape with the wolves.  Having just seen the movie The Grey I have new appreciation for how "mundane" animals can be used as threats.

Dungeon World / Re: GM play-aid sheet
« on: February 07, 2012, 09:30:42 PM »
"the (G)M(C) don't roll dice in *W"

That's what I thought, it's kind of a cultural norm in these games that the GM shouldn't roll any dice.

@noofy: What you say about the GM determining damage works well in theory, and if you have a group of players who are really cool with that.  But it has the potential for some messy side effects.  "Hey, why did you just kill me with full damage when you dealt half damage to Walton just 20 minutes ago??"  For me, this puts way too much fiat in the hands of the GM.  I like the added randomness of a damage roll.  After all, that's what the PCs have to do.

Dungeon World / Re: Cult of the Worm God PDF
« on: February 07, 2012, 06:03:59 PM »
Thanks noofy for the feedback.  I have a persistent tendency to define the miss results in custom moves I come up with, I need to break that habit.  And I agree that adding the tension to the fear bit does improve the move.  I'll work on a revision, thanks again!

Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 07, 2012, 05:53:16 PM »
A rabbit and an elephant might both be "normally encountered" on the open plains, but I don't think that fact should be the fictional basis for determining their hit points.

Dungeon World / Re: GM play-aid sheet
« on: February 07, 2012, 04:46:35 PM »
Exactly.  There's not much of a decision of whether to charge into battle when you know with 100% certainty that one hit from the monster will kill you.  But if it's up to the dice ... then all sorts of drama becomes possible :)

I'd be interesting in hearing the argument FOR static monster damage.  What does it bring to the game that resulted in that being the rule?

Dungeon World / Re: GM play-aid sheet
« on: February 07, 2012, 04:26:56 PM »
I see another advocate for variable monster damage! :D

Pages: 1 2 [3] 4 5 6