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Messages - JBMannon

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76
Dungeon World / Re: Within the Devil's Reach
« on: February 17, 2012, 01:09:37 AM »
Your doing the Living Dungeon World stuff right? That was part of what made me think about doing something like this.

77
Dungeon World / Re: Within the Devil's Reach
« on: February 16, 2012, 08:53:42 PM »
Whisper me on SG and I'll give you the rough outline of the next few books and a challenge.

78
Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 16, 2012, 07:23:33 AM »
I have had players note that armor is pretty worthless when monsters are doing 4-5x the damage that armor is protecting from.

79
Dungeon World / Re: Within the Devil's Reach
« on: February 16, 2012, 07:20:10 AM »
Glitch,

You should check out what Hans and Johnathan are working on with their Planarch Codex. It seems to be just what your talking about, lots of little bits of inspiration that GMs can use to build adventures around. It might give you some solid ideas if your looking to do the same thing.

Noofy,
I would definately be interested in at least collaborating on some of the adventures that I have planned and if that is successful letting you take on a few by yourself. Of course you are totally free to write your own adventures and put them out there yourself like I'm doing :) I'm just a fan trying to share the love.

80
Dungeon World / Within the Devil's Reach
« on: February 15, 2012, 08:47:41 PM »
Hey guys, I wanted to let you know that I am putting together a book with three Dungeon World adventures set in the backwater town of Devil's Reach. The three adventures in Within the Devil's Reach are meant to be introductory adventures you can play through seporately or chain them together. Within the Devil's Reach is going to feature some great art from Storn Cook and awesome maps from Dyson Logos. If you want to know more about it I am posting some articles on my site http://atthetablegames.com about it.

Is anyone else thinking about writing adventures for Dungeon World? Is there anybody else crazy enough to try and tackle writing a campaign for Dungeon World?

81
Dungeon World / Re: Tell me how broken these are
« on: February 15, 2012, 01:24:47 PM »
Do you think that the Articacts or undead need some sort of limit? Any thoughts on the Necromancer's self-damaging moves?

82
Dungeon World / Re: Tell me how broken these are
« on: February 15, 2012, 12:53:43 PM »
I like that a lot! It really captures belonging to the cause. I think I might change "One of the Flock" to: When you come to a civilized place and look for the Faithful Roll +WIS. On a hit you find a member of your Faith, on a 10+ they are a member of the Clergy and have some task they need of you (the GM will tell you what this is), on a miss someone who has been hurt by your church recognizes you and demands vengence/repayment.

What do you think?

83
Dungeon World / Re: Tell me how broken these are
« on: February 15, 2012, 12:19:11 PM »
Mease,

I like your suggestions for the Call of the Dead changes I'm thinking it might look like this:

Call of the Dead: When you calm yourself and attempt to sense the dead Roll +WIS. On a hit you get a good sense of where the nearest dead or undead is. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold 1-for1 to do the following:
• You can tell if it is dead or undead
• You can tell how it died
• You can tell when it died
On a miss you feel so strongly drawn  to the body that you take -1 forward until you reach the body. 

The Templar is meant to give you a flavor of the Paladin while being a bit more narrow minded. A Paladin is actually a good candidate to take on being a Templar as it allows them to be a bit more broad with some of their powers and even allows them to take on creatures that are good but follow one of their god's enemies giving them a Blackguard edge.

I might change one of the fighting options to "fight an Artifact" and the other to "repair an Artifact". That makes it clear that they would loose a direct conflict with a flesh and blood creature but still gives them some of the fighting utility I was designing them for in later adventures (Artifacts play a pretty heavy roll later on as weapons of Kryos) and giving them the ability to repair other Artifacts makes them damned useful.

I did base them heavily on the Ranger's companion but I wanted them to be more utility than a boost to the Artificer's skill.

84
Dungeon World / Re: Tell me how broken these are
« on: February 15, 2012, 11:46:37 AM »
Really? Most of the creatures my first level group are taking on are in that range, 40+ with some of the more exotic creatures. A 10 HP construct would only take two hits from a guard and a 20 HP construct would only survive three hits. Add in to that, that the only way to repair them is to start trashing other items and they kind of start to become expensive to have around :) Am I off on that assessment?

85
Dungeon World / Tell me how broken these are
« on: February 14, 2012, 07:21:32 PM »
These three Compendium Classes are going into the second Gears book. Each of these classes come from examples in the adventures themselves in a "see it then be it" way. Two things I'm really not sure about are the Artificer's Builder of Strange Things move and the Necromancer's Roll +Damage taken. With the Artificer it seems like it might be possible to build out of control (the GM price is meant to keep that from happening but is that enough?). The Necromancer's self damaging might be too far over the edge of what people expect from DW. Please, pull them apart and try to make me cry and then I'll do what I want anyway :)

Artificer:
When you have spent time tinkering and examining some piece of artifice you may take this move at your next level. (If you choose not to, you must fulfill the conditions again before having this option.)

Quick Fix: When you are faced with a broken piece of Artifice and determine to fix it name an item you posses. Destroying that item will allow you to repair the Artifice. 

Once you’ve taken “Quick Fix”, the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.

Builder of Strange Things: When you want to craft a new piece of Artifice explain what it can do and what it looks like and the GM will tell you a price (maybe with some strings attached) and an amount of time. If accept that price and spend the time you get the piece of Artifice that you desired. If the Artifact you wish to build is an Artifact Creature you control it and choose it's stats from the list below:
• Damage 4, Intelligence 1, Armor 1, HP 10, Load 4
• Damage 8, Intelligence 2, Armor 0, HP 20, Load 0
• Damage 4, Intelligence 2, Armor 1, HP 10, Load 2
• Damage 8, Intelligence 1, Armor 2, HP 20, Load 0
For each point of Intelligence it can do these things independently:
Hunt, search, scout, guard, fight monsters, fight humanoids, perform, labor, travel 

Always Tinkering: When you work on a piece of Artifice you have already built in an attempt to make it better the GM will tell you a price (maybe with some strings attached) if you pay it Roll +INT. On a 10+ hold 3, on a 7-9 hold 1, on a miss you have damaged your creation and it must be repaired before it is useful again. You may spend your hold, one-for-one, to do the following:
• Increase it's Damage +2
• Increase it's Armor +1
• Increase it's HP +5
• Increase it's Intelligence +1
• Increase it's Load +2

A Man of Machines: When you attempt to control a piece of Artifice that is under another's control Roll +INT. On a 10+ you are in complete control of the Artifice, on a 7-9 the Artifice does either it's damage or it's creators damage to you, on a miss is does either it's damage or it's creator's damage to you and is damaged beyond repair. 

Templar:
When you have dedicated yourself to the cause of a deity and joined a holy order you may take this move when you level and have done something during the last level to forward the cause of your deity. 

One of the Brotherhood: When you spend time consulting your god in prayer you will always know where the nearest encampment of followers of your deity reside. 

Once you’ve taken “One of the Brotherhood”, the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.

The Armor of God: While wearing armor or a shield emblazoned with your Deities holy symbol add +1 to your armor. 

Dedicated to the Cause: When you kill a creature that is in service to one of your deities enemies, mark experience. 

The Sword of God: When you strike a creature that is in service to one of your deities enemies, deal +2 damage. 

Necromancer:
When you spend time amongst the dead and undead coming to understand them you may take this move the next time you level. (If you choose not to, you must fulfill the conditions again before having this option.)

Call of the Dead: When you calm yourself and attempt to sense the dead Roll +WIS. On a hit you get a good sense of where the nearest dead or undead is. On a 10+ choose 1:
• You can tell if it is dead or undead
• You can tell how it died
• You get a sense of the bodies surroundings
On a miss you feel so strongly drawn  to the body that you take -1 forward until you reach the body. 

Once you’ve taken “Call of the Dead”, the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.

Masochist: When you intentionally injure yourself you can choose how much damage you inflict and a number of party members equal to that damage take +1 forward. 

Control Undead: When you wound yourself in the presence of the undead Roll +Damage taken. On a hit, all of the unintelligent undead that are present immediately fall under your control and intelligent undead flea your presence until you heal the GM will tell you their stats. On a miss all of the undead present focus their attacks on you until dealt with. 

Raise Undead: When you wound yourself and drop the blood over a dead body or bodies Roll + Damage taken, On a 10+ the undead rise and follow your commands. On a 7-9 the undead rise but are unresponsive until you wound yourself again in an attempt to Control Undead. On a miss the undead rise and want you dead to the exclusion of all others, they resist any attempt to control them. All undead have these stats:
Damage 4, Armor 1, HP 10, Load 2

86
Dungeon World / Re: Turn Undead
« on: February 14, 2012, 01:13:18 PM »
I like the rolling it allows for that moment when the vampire lord just walks up and snaps your holy symbol like a twig but it still has an oppertunity for you to be a complete bad ass.

87
Dungeon World / Re: Turn Undead
« on: February 14, 2012, 12:43:38 PM »
Dan,

Do you mind if we take this to a new thread? I seem to have drifted a bit from what we started talking about here.

88
Dungeon World / Re: Turn Undead
« on: February 14, 2012, 11:11:25 AM »
If you include that they want or need not to have my sword in their face or to make a scene thats ok but then I have to come back to, why don't I always have leverage? If leverage is going to be an important prerequisite then it needs a better definition as a game term. I had a player attempt to parlay with a ghost in my last game but I couldn't see what they had that it wanted or needed other than contenued existance.

89
Dungeon World / Re: Age of Worms
« on: February 14, 2012, 09:00:32 AM »
The original idea has grown far beyond what I planned to do and I've decided to go ahead and publish not only these adventures but a whole cycle of adventures for Dungeon World. I talk a bit about it over on my <a href="http://atthetablegames.com/?p=160">blog</a> if you want to know more and I'll be releasing more information about the first book, Within the Devil's Reach, through out the month!

90
Dungeon World / Re: Turn Undead
« on: February 14, 2012, 05:21:36 AM »
Dan,
That looks like you took that quote from the book, do you have a page reference for that? That is what I remember leverage being but if that is the case then we have stepped away from the general useage of leverage and the need for definitive use in other moves is even more important.

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