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Messages - Glitch

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61
Dungeon World / Re: Treasure
« on: January 31, 2012, 10:03:05 PM »
I guess the Loot move was removed because Discern Realities already contains a question "What here is valuable."

And I feel really embarrassed now about a post I made earlier describing a Liquidating Your Assets move ... it's almost to the letter of the suggested move by Joe on April 8!

62
Dungeon World / Re: Beta questions
« on: January 31, 2012, 09:51:38 PM »
I like the slower advancement.  The changes to XP are pretty much in line with that I've been doing already in the games I run.

63
Dungeon World / Re: Monks?
« on: January 26, 2012, 08:53:02 AM »
It would be a cool advanced move to somehow reincarnate the iconic Quivering Palm technique.

64
Hey John, I was wondering if you've hacked the Saving Throw to introduce some way it can make things less bad.  The Move as written doesn't seem to include that intention.  I think your take is definitely closer to how Saving Throws were used in D&D, just curious how you handle it.

Quote
When you take damage from an enemy of higher level than you or when something inflicts an effect (magic, poison, calamity) upon you, roll+Con. On a 10+, nothing else bad happens. On a 7-9 the GM chooses one. On a 6- the GM chooses two.

65
Awesome play report!  I actually implemented just about the exact same changes you did.  Variable monster damage adds tension and unpredictability.  An optional NPC bond lets them integrate with the settlement during character creation (I had them roll to see who of 20 NPCs they wound up with). I also plan to have them roll a hit die and apply CON modifier when they level up.

Interestingly, I also consistently forgot the Saving Throw if they got hit by higher level monsters.  As it stands, I think the game might be brutal enough to drop that use of Saving Throw. I'll probably reserve it for magic attack, dragon breath, or similar situations.

66
Dungeon World / Re: Gold for XP ?
« on: January 24, 2012, 10:01:47 PM »
In my games, I love the Alignment XP Moves, which I feel really drive the players to role-play their characters.  And I will keep the XP for Bonds going to 4.  I'm not crazy about the gold = XP equation, but rather award everyone XP as they accomplish some minor milestone in the game.  This keeps everyone more or less level, and places a premium on problem solving and advancing the story, rather than collecting gold.  After all, the PCs might survive some harrowing ordeals that SHOULD grant them XP, but might not net them any gold.

67
Dungeon World / Session Report: Deathhole, Group 2
« on: January 22, 2012, 06:07:35 PM »
Yesterday I ran my Deathhole dungeon for another group, this time they were all experienced old-school D&D players.  It was cool to see a completely different story unfold with the same Fronts and Locations that I had run for a different group a few weeks ago.

We started with a Thief, Cleric, Wizard, and Paladin.  I started the game in a bar in town.  Bonds had been established and we played out a Bond where the Cleric always had the back of the Thief.  There was a brawl with some farmers, the Thief coming out 28 Gold richer, and 3 burly farmers left unconscious on the bar floor.

On the way to the Paladin’s order, there was 30 minutes of role-playing about an Elven heirloom that had popped out of the Thief's garments during the fight.  This was the necklace that the Elf Wizard had suspected that the Thief had stolen all along!  At one point, one of the players said he felt guilty that they weren't involving me in the game (as the GM), but I told them to go ahead - it was pure gold and I was taking notes and establishing more facts about the world as they had fun playing their characters.

At the Order, the Paladin examined some bodies of recently defeated enemies, and noticed strange stitched up incisions at the base of their necks.  Unlike the previous group, these players didn't think to go all the way in their examination; otherwise they would have discovered the Larva in the craniums like my former group of players had done.

After spending the night in the Order's mansion, they set off for the site of the Deathhole, which I pointed them to through various clues obtained during the four hour long city adventure.

The climax came during their first big battle on the grounds of the site.  Attacked by Leucrota, the Wizard was wrestling with one on the ground.  The Paladin said he wanted to strike the creature with his long sword.  I decided to "Tell them the Consequences and then Ask", and warned him that, since the monster was wrestling on the ground with the Wizard, if his blow missed there would be a good chance he'd strike the Wizard.  The Paladin thought his god was looking down on him, because he took a mighty swing, and rolled a ... 5.  Somberly, I described how the combatants twisted below his descending blade, and asked him to roll damage against the Wizard - which came up an 8!  The Wizard failed his Last Breath move, and the Paladin's player was in semi-shock.  This veteran D&D player said quietly "I never killed a PC before."

Just then the pizzas came, so the Wizard's player created a new character, a Fighter.  When we resumed, I described how the Fighter appeared, climbing up out of a secret entrance to the dungeon.  He did a great job describing his months of captivity below: the cells where they were all kept, the hideous screams he heard when someone was taken away.  It was all ad-libbed, but it actually fit what I had prepped quite well ;)

When we wrapped up I asked for their opinion of the game.  They liked the fact that they could help build the world more than in the D&D games they'd played before.  One player thought my Hard Moves on failed rolls were a bit much.  He was used to the chance of a critical failure being a 1 in 20 ala D&D.  But objectively speaking, there was only one PC death despite those Hard Moves, and that came after a clear warning that went unheeded.  Hey, the Paladin could have dove in and try to grab the Leucrota off the Wizard instead of swinging his sword into them!  I think it's a testiment to the level of intensity that this game can generate ;)

68
Dungeon World / Re: Liquidating your Assets
« on: January 20, 2012, 10:59:31 PM »
Thanks John, I see your point, it makes alot of sense.  I will keep it in the forefront of my memory next time we play.

69
Dungeon World / Re: Liquidating your Assets
« on: January 20, 2012, 04:50:22 PM »
Yep, that nails it. And brilliant idea to use chocolate for treasure. The players might even be tempted to consume a little of their loot. I like using little props whenever possible.

70
Dungeon World / Re: Liquidating your Assets
« on: January 20, 2012, 01:44:02 PM »
Why?  I'm sure initially it will be to get enough gold to buy that shiny plate armor!  The concept of going with a barter system in DW like the one in AW is interesting, but the game as written has moved to the gold piece standard so that's what I had planned to go with for the campaign.  I think each approach could yield some interesting results :)

Also, I use poker chips for gold pieces and I love making the players physically hand over those chips whenever they spend or lose money ;)

71
Dungeon World / Re: Liquidating your Assets
« on: January 19, 2012, 08:04:14 AM »
My idea was that this move would abstract part of the settlement activity, much like the Carousing move abstracts the pub crawl that happens after the adventure. Fictionally, it would trigger when a character says "I want to sell my gems and that suit of armor I lugged back from the dungeon".

The above would require two rolls, and I could use the outcomes to start generating shopkeepers on demand, with varying levels of trustworthiness and varying ties to the underworld of the settlement.  Once an NPC is established, they're named and could factor into the story going forward as needed.

72
Dungeon World / Re: Liquidating your Assets
« on: January 18, 2012, 07:07:34 PM »
Thanks, those suggestions make sense, and I'm going to rework the move accordingly for the next session.

Revised:

When you seek to sell the valuables you looted from the dungeons, roll +CHA.  On a 10+ you sell whatever you like for a fair price without any problems.  On a 7-9 select two below.

  • You don't draw any unwelcome attention during the process of locating a buyer.
  • You manage to get everything appraised, and can be confident that none of the items is a worthless fake.
  • You are offered a price, but you feel it's much too low.
 

73
Dungeon World / Re: Bargains with Death?
« on: January 15, 2012, 03:45:53 PM »
Very interesting bargains mease19!  Did you get a chance to try these in game, if so it would be cool to hear how they played out!

74
Dungeon World / Re: Bargains with Death?
« on: January 15, 2012, 01:31:28 PM »
Hmmm ... no ideas or recountings of old Bargains??  In our first game no one every got reduced to zero hp, so it didn't come up for us.  But it would be cool to hear how some GM's are responding to the Last Breath.

I was thinking that one interesting Bargain might involve Death requiring the character to send at least one soul to Him (each game session).  Failure to do so would result in part of the character's life essence draining away (-1 hp permanently).

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Dungeon World / Re: Bloodstone Idol actual play. Actually just played. :)
« on: January 15, 2012, 01:26:51 PM »
Sounds like a fun session, and looking forward to hearing the rest of it!

About the Cleric casting Magic Missile, it is their Human Racial Move to pick one Wizard spell.  But remember that the Cleric can't cast spells with the "damage" tag until they get a special move to allow that.  Although I don't think the Wizard spells actually contain those tags, they probably should, and I think it would be keeping with the spirit of the rules to prohibit a starting Cleric from picking Magic Missile.

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