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Messages - JBMannon

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31
Dungeon World / Re: Ask questions - Cues, tips and tools
« on: May 31, 2012, 09:46:29 AM »
Player 1, how is this thing on your character sheet going to make you awesome soon?

Player 2, what is this organization you are clearly a part of doing that is getting in the way of Player 1 being awesome?

Player 3, how have you been profiting off the conflict here?

Player 4, you have something, a skill, special knowledge, a unique attribute, something that both sides need to get what they want, what is it and why are you lothe to give it up to anyone?

These are just an example but the quicker you can pull everyone in the same direction, even if they are at cross purposes, the better.

32
Dungeon World / Re: Ask questions - Cues, tips and tools
« on: May 31, 2012, 04:51:55 AM »
 One of my favorite tricks is to get one player going on what their great plan to be awesome is and then turn to their neighbor and ask them how it is all going wrong. The more questions that you can mine for NPCs the better and the more players you can get answering questions about the same thing the better for buy in.

33
Dungeon World / Re: Ask questions - Cues, tips and tools
« on: May 30, 2012, 07:51:09 PM »
Asking leading or open ended questions is core to running DW off the cuff. Even in a module asking questions is important as a way to bind your party together. Keep asking questions until 1) the party has some reason to be together, 2) there is some obvious short term goal most of the players can get behind.

34
Dungeon World / Drop night at my local game store
« on: May 25, 2012, 07:49:05 AM »
I know we are still a few months away but I'd like to run an event at my local store on launch night and I was wondering if there are others who would be interested as well. I'd be willing to throw together a short dungeon that folks could run during the event if there is enough interest.

35
Dungeon World / Re: Wealth: Special move
« on: May 23, 2012, 08:04:52 AM »
Way-

That makes a lot of sense and I think that is more or less what I'm going for but with a greater degree of abstraction (numbers rather than objects). A hand full of steel is worth relitively little in Greyhawk, a week at a fine inn in Waterdeep, and a goodly portion of land in Athis.

Noofy-

I'm thinking of tying the wealth into the Town system. You decide to invest in a wizards college in your home town? You are able to hire casters. You found a militia? The attack or defense capability of your town increases. There are likely to be cases that don't map well there but I want to tie it as close in to core mechanics as I can.

36
Dungeon World / Re: Wealth: Special move
« on: May 22, 2012, 03:10:49 PM »
Those make sense. Shoot me an email josh.mannon on goog I've got an idea I'd like to kick around with you.

37
Dungeon World / Re: Wealth: Special move
« on: May 22, 2012, 02:56:52 PM »
I'm certainly thinking about doing just that. I would likely use the trigger condition: When you find yourself in possession of more wealth than you can actively keep account of... That line of thought leads me to what other uses wealth might have. Building projects come to mind, so does maintaining a staff, what else can you think of that might be in the wealth category?

38
Dungeon World / Wealth: Special move
« on: May 22, 2012, 02:32:33 PM »
So an interesting thing happened in my DW game. My party moved beyond normal gold standards into true Wealth. They captured and plundered an island full of pirate booty. To handle this I came up with a custom move. 

Wealth:
The group has access to a resource known as Wealth, they may roll wealth at any time they are attempting to buy anything from a merchant over their current gold allotment. -6: you fail to get what you want and reduce your wealth by 1, 7-9: you get what you want if your willing to reduce your wealth by 1, 10+: you get what you want and increase your wealth by 1. You may increase your roll by 1 for every point of wealth you burn. 

This move and it's associated stat is just an approximation that allows us to dispense with the record keeping and focus on the fiction. I've stated that they can, once per adventure, get one item worth wealthX100 as well to represent their cash on hand. As they are now dealing with a ship, crew, and government contracts this seems to be working. 

39
Dungeon World / [Actual Play] The Mines of Madness
« on: April 18, 2012, 12:39:44 PM »
Last night I ran a game of DW for my home group. Due to bad scheduling we are quite a few adventures behind my Skype group but we are all still having a blast at it. We had a new player who just happened to wonder over and look interested. 

To catch you up on the group's activities, this week we had Shanks the Thief, Cassius the Paladin, and Hawke the Fighter (this is a new fighter not to be confused with the previous Hawke). They began the adventure deep in the Hamish Mine trying to strike a deal with two of the factions that make up the Cult of Kryos. 

As the last thing revealed in the previous session was that the zombies that the Venithian faction had made were out of control, we started there. Hawke immediately grabbed a flask of lamp oil from his pack and lit the worm-infected zombies on fire. The Venithans were not at all happy with this and tried to drive the party from their labs. A fight ensued with Hawke taking a pointblank fireball and ending with him pinning an invisible wizard to the wall so that Shanks could finish him off. 

After that they discovered that the Paladin's of Shia had blocked off their route of retreat. They scoured the Venithan labs and discovered three tomes of Kryos lore and the cypher by which they could be read. They devised a plan to use kegs of gunpowder to destroy the hoard of Gnolls that were gathered outside in the main chamber. 

They spent two weeks preparing the ambush and the explosion managed to kill the Gnolls and break open the pool that housed the Aspect of Kryos. Seeing their foes dead (and beginning to rise from exposure to the liquid in the pool), they beat a hasty retreat up the elevator shaft, cutting the cables as they left. 

This was an interesting challenge for me to GM. The act of setting up the barrels of gunpowder triggered no moves but obviously took time. I informed them of the cost in time and they took it. Hawke and Cassius took time to prepare and got a +1 hold for a fight that never took place. Shanks did the work of digging with his magic chisel granting him no bonus but allowing him to spring a nasty surprise attack. How would other GMs have handled this? 

Having escaped the lair of the cult but not having defeated the Aspect of Kryos means that that Front is still active which plays nicely into my future plans so no worries there. They did manage to cause a major set back in the Aspect's rise to power so they counted it a win. 

Once back in town they met with the mayor who pardoned them for the destruction of the Sick Dog and then met with Alastor. Alastor allowed them to take a look around his store for magic items to help them as they got ready to go in search of his old adventuring party. I used the custom Move for Alastor's shop, they described the item they wanted and on a 10+ he had it in stock, on a 7-9 he had something close and on a miss he never heard of such. We agreed that each item would cost them the handful of gems they were carrying (loot from a previous adventure) and if he did not have the item they wanted the could keep their gems. 

Cassius got a shield that added "•reflect spells cast at the person you are defending onto it's caster" to his options for defend. Hawke got a spear that, after a successful Hack and Slash and a Defy Danger on the second round, would deal 2d6 damage to his target. The penalties on his "Exploding Spear" are that if he fails his Defy Danger that the target gets to attack back adding d6 to their damage as the spear backfires. Shanks wanted a key that, once bound to a door, could travel to that room from any other door (basically a teleport spell) but he failed his roll. 

I like handing out magic items like this because it allows me to guide the process and to give treasure they will like and find useful. 

40
brainstorming & development / Burning World
« on: April 03, 2012, 09:28:38 PM »
So I want to run a Game of Thrones style game with the flavor I love from Burning Wheel but with the speed of play and low complexity I love from AW. This is leading me to Burning World (someone shoot me, right the hell now, before I do something dumb). This is going to be the dirtiest hack I've ever done. This is just for my home group but I will be posting (so long as I remain sane to do so) what I come up with. 

This post is just somewhere to keep my ideas for now. I invite all of you to debate the wisdom of this with me, share ideas and suggestions, and point out obvious errors. 

What does BW do that I want to do with AW?

Fights are short and deadly, AW already handles that. 

Circles, easy enough, enmity is almost baked in. 

DoW, again, very easy to model in AW. 

FoRKs, thats new to AW but might be something that can be handled with tags. 

Lifepaths, definitely outside the realm of what AW does well. I'm thinking most LPs will be tag clouds with a move, bonus to a core stat, or both with fewer tags. Prerequisites might or might not make sense. 

Doing that might make each setting a playbook. Limit five LPs and make lead count as an LP with a free bonus to one stat. Make each LP have at least two of the three things, bonus, tag cloud, or move and players can only choose one. Players also have to take one bonus, one tag cloud and one move from their LPs. 

Linked tests, are they central to the feel of BW? I think so and I'm ok with adding that in. Temporary tags? They stick around until they are pealed off by a hard move or another player's move. Since tags seem like they are becoming important I think each setting may need some moves to manipulate them. 

Should tags have roots like BW skills do? If so does a tag rooted in a negative ability give negatives rather than positives? That is too much work unless I can design the LPs so that each tag cloud in them comes from one ability and the abilities on the character sheet have space beside them to list the associated tags. Might be too much hassle. I'll have to see. 

Failure and success lead to advancement. This says to me that I should drop the highlighted stats (was thinking about it anyway but it makes more sense now). Three successes and three failures to earn one XP sounds ok but I'll have to work it out in practice. 

BITs, these are so far from what AW is I'm having trouble figuring them out. Instincts seem the farthest from making sense in a AW hack so I'm going to ignore them for now. Traits seem like they will fit just fine in the tag clouds, I'll drop them there for now. Beliefs seem like Hx stuff but are totally not (Hx does not seem to fit with BW either). I think what I will do is go with something a little closer to DW style Bonds but player written for Beliefs. Each player has a Goal, someone is helping them, someone either wants to profit from it or is standing in it's way. So the Beliefs would look something like this;

"My Goal in life at this moment is...

...is helping me by...

...wants to profit from this by...

...is trying to stop me by..."

And then under that would be;

"I'm trying to help...
I'm trying to profit from...
I'm trying to stop..."

And doing any of those things in a game session earns you one XP at the end of the session. 

Resources are just like Circles and such, very easy to emulate with AW. 

The core stats, probably give them BW names but I'll have to wait and see. I'm only going to tackle the humans at this point and only the non-casters. If the hack does what I want I'll be back to the well with a better understanding. 

41
brainstorming & development / Re: Woodland Creatures (*W for kids)
« on: March 31, 2012, 07:58:44 PM »
Had a great playtest of WC today. Played half an hour with some non-RPG friends of mine who really dug the "kids TV show" vibe. The game was short, which was good, and the play was tight. The end game mechanic never came into play and we only rolled 7-8 times with a lot of open narration. The scenario we ran was Mr. Frog and Mr. Snake fight over a fish. The initial conflict got us into the action quick and the ramifications were widespread through the rest of the game. Can't wait to play it again!

42
Dungeon World / Re: Are Steadings Grabby Enough?
« on: March 22, 2012, 11:40:33 PM »
I just think that if you are going to threaten Steadings with Fronts it would be good to have clear ways to boost Steadings as well. That was where my inverse Fronts idea came from. Their "Impending Doom" would be something positive for the Steading and their "Grim Portents" would be external forces (likely tied to existing Fronts) that are keeping the "Impending Doom" from happening. This keeps them engaged in going out into the world while at the same time giving them an investment in coming back.

43
Dungeon World / Re: Are Steadings Grabby Enough?
« on: March 22, 2012, 11:29:51 PM »
I tend to let the player's focus determine the game's focus. If they focus on the Dungeons, play the Fronts to the hilt and make that fun. If they focus on the town though I will make that just as interesting. I think the main thing is to make sure that you put your Fronts in front of your players, not way off where they will not care.

44
Dungeon World / Re: Are Steadings Grabby Enough?
« on: March 22, 2012, 07:16:26 AM »
Noofy,

As always you take my incoherent straw and spin gold out of it. I think having NPC centric questions associated with each tag with the instruction "Ask a few of these:" would be helpful.

45
Dungeon World / Are Steadings Grabby Enough?
« on: March 21, 2012, 09:24:22 PM »
I really like the new Steading mechanic because it adds in a bit of the fundemental scarcity that AW has but I feel like it is missing something. One of the things that makes Fronts really pop is grounding them firmly in people. I think that is what Steadings need too, people who can represent the tags placed upon the town. By giving a tag a person to be it's example you get a better idea of who lives in this town. Not only that but you give a face, someone specific for the party to interact with when they want to make a change in a Steading. It is probably going too far but I keep thinking that the tags could each be treated like an inverse Front, something good that could happen if only someone got involved. That seems like far too much work but it would probably work best as a focus thing. When players are focused on Y aspect of town X then fill in this information. Just a long and rambly thought.

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