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Messages - JBMannon

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91
Dungeon World / Re: Turn Undead
« on: February 13, 2012, 09:01:54 PM »
It feels like, if the rules are going to be specific that you need leverage, they should also be clear about what counts as leverage. Including leverage in the text of aproriate moves just makes sense. Saying, if it does then it does, puts the one and only social option directly in the hands of GM fiat and I am very uncomfortable with that.

92
Dungeon World / Re: Turn Undead
« on: February 13, 2012, 07:11:16 PM »
Sage,

I like the second one, it feels more like what I think of when I think of Turning.

To your point about leverage though, leverage in any other context is simple to understand but as a prerequisite to a move it becomes something a little more difficult to parse. If I were to confront you with a sword or magic I would assume I have leverage over you but in DW swords and magic are common place so leverage becomes a bit more iffy.

93
Dungeon World / Re: Turn Undead
« on: February 13, 2012, 05:35:48 PM »
I might add that for as long as you hold forth your holy symbol in faith, you have leverage over them.

94
Dungeon World / Re: Turn Undead
« on: February 13, 2012, 05:27:10 PM »
Sage, is that how the power is intended? Iserith was a player in my game and when the situation came up I went with RAW.

95
Dungeon World / Re: Age of Worms
« on: February 12, 2012, 12:28:40 PM »
Last night's game ran a bit smoother than the tuesday game. I think there are two good reasons for that. First, having played the adventure before, I felt more comfortable with it. Second, I knew where the adventure had bogged down last time and I made some changes. All in all I'm pretty happy with how both games went and I only have a few more changes I want to make to the opening dungeon before it is ready to go.

96
Dungeon World / Re: Age of Worms
« on: February 08, 2012, 05:13:20 PM »
How did you handle that within the 'conversation'. The reason I ask is that I find this PC endeavour (and always have) the most disjointed narrative element to our story games. What sort of questions or moves did you use as you introduced the Traps / Puzzles? Did the player's spout lore or discern realities rolls to figure the trap create any fictional consequences? Did Shank shine as the thief?

There were quite a few Discern Reality rolls and Shank did manage to help out a lot, mostly with his Trap Expert as well as some good Discern Realities. Wesley was on the ball with trying to Spout Lore about important elements but failed dismally every time. I also added some physical feedback as they set the burial chamber to rights to let them know they were on the right track. I'll have to include that as a side note. 

Did you use the map that came with the adventure path from Paizo? 

No I drew up a map on the spot. I used some of the features of the Paizo map, such as the alcoves that told the story of the battle and creation of the rod, but I gave the passageway in a new look. I made it spiral down and in ending in the burial chamber. It looked a lot like an upside down, round pyramid. I simplified the Hall of the Builders by making it three simple rooms and replaced all of the encounters down there with a flooded hall and the vengeful ghost of the Seeker. The Upper Tomb they haven't gotten to yet but I left it mostly the same. 

Was there enough information to go on in the adventure text from Dungeon? Did you just play straight from the module, or have you developed a front and some dangers with an associated impending doom?

I turned the Wind Dukes into their own Front. The Four Winds are guiding people into the Tomb to help raise their master from the dead. The Dead Wind Duke isn't as dead as he appears and is commanding the Four Winds from his phylactery. He senses the rising evil of Kyuss and is determined to stop him. I'm already planning on building from that and making some changes to the path to really make it it's own thing. 

With the monsters, did you come up with any cool moves? Or use the ones suggested for Wolves and Ghosts in the rules?

I didn't even look for Wolves or Ghosts in the rules. The setting they presented was subterainian so I assumed it wouldn't have what I needed. 

What about xp? Which guideline were you using? Did anyone level up?

I'm using the XP rules from the book but I'm looking at making some changes. I'm going to give them XP for bringing up or acting on a Bond. To be completely honest I forgot to do the end of session move so no one got XP. It will be the first thing we do next week. 

97
Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 08, 2012, 02:28:26 PM »
While I agree with your first point but the open plains works for me. To that point, an elephant and a cheeta might both live there and both threaten the party but would have different HP.

98
Dungeon World / Re: Age of Worms
« on: February 08, 2012, 10:30:15 AM »
@Archangel I did use the new rules for monster creation and added in random Damage rolls. The monsters they ran into were very tough for them to deal with. After the adventure I had some thoughts on how I can mod them down a bit and still fit with the fiction. I'll be using the moded monsters in the game on Saturday and if they fit better they will be going in the final adventure.

99
Dungeon World / Re: Age of Worms
« on: February 07, 2012, 09:42:48 PM »
Just finished my first playtest of Whispering Cairn with a new group down at my local game store. I had two players who had expressed interest on the local Meetup group and while I was setting up and waiting on them I noticed that there was a woman I recognized from D&D Encounters wandering around while her husband was battling with minis so I invited her to join in. Once everyone was there I did a quick rundown of the rules (I need to get better at that) and passed around the playbooks. 

The party ended up consisting of Hawke the Fighter, Wesley the Cleric, and Shank the Thief. It seemed like a pretty well rounded group though no one took any of the newer classes. Character creation took barely any time at all and we were off. 

I wrote out some specific questions for the players to answer about their characters and I took their answers for opportunities on down the road and some managed to work in during the first session. I think I need to rework the questions I ask the group and I need to add a few more individual questions but over all they worked out well, filled in a bit of backstory. 

While they were creating characters and answering questions, I drew a picture of the opening to the cairn and a pair of evil looking eyes peering out. When they were done, I laid the paper out and told them that as the approached the cairn they could see the eyes and hear growling coming from the cave. I hit them all with, "What do you do?" in turn and they all came back with drawing weapons and waiting as each failure to act brought on more wolves, getting surrounded and eventually attacked. I took my time and announced a lot of future badness hoping I wouldn't have to break the stalemate but eventually I did. 

The wolf attack almost ended it all. I was using variable damage but it hardly mattered. Thinking back on it I should have really should have used my wolves other moves more, tripping the PCs up or dragging them off but I did decide to announce some future badness by having one of the wolves run off howling to the sound of other wolves off in the distance. 

The party was pretty darn near dead (I need to re-examine the wolves and see if they really should have been as dangerous and tenacious as they were) so the retreated to an abandoned shack nearby to make camp. Hawke spent the evening skinning the wolves and prepping their pelts. Wesley handed out some healing before they went down for the night and all but Hawke were at full health the next morning. 

They approached the cave more cautiously the next day but there were no wolves to greet them only the things they left behind. Wesley found himself a shield and a large, blue, crystal lantern in the wolves den. When they decided to light it, light also appeared far down the corridor. 

They investigated the light and found a burial chamber. Within the chamber were five other lanterns of different colors on long chains. The sarcophagus in the center held both the hints they needed to solve the puzzle of the room as well as a trap, both of which they managed to roll to find out. 

They didn't bite on some of the clues but rather decided to investigate the strange death of a boy who's body they discovered in the chamber. Their investigation lead them to climb one of the chains and discover a hidden passageway with a wind trap that through poor Wesley to the floor of the chamber below. But triggering the trap did convince them that they needed to solve the puzzle before they went on. They finally made the connection between two of the clues and started rotating the sarcophagus which led to an elevator of sorts showing up. 

The elevator took them to a lower level where most of the level was under water. Ever brave Wesley dove in to see what he could see while the other two checked the body they had found at the edge of the water. While Wesley was trying to return with some loot he had found he was attacked by a vengeful ghost that once belonged in the body his party mates were looting. Wesley managed to break off the attack and get some air but the ghost was right on him. 

Shank and Hawke spent a little while being fairly ineffective but finally landed a blow getting the ghost off of Wesley. Once Wesley was free he destroyed the ghost with one blow of his mighty mace. 

With the ghost vanquished the party searched the rest of the submerged chambers and found the last missing lantern. With that they returned and lit it a pillar of air lifted them into the trapped hallway where they could clearly tell that the trap was disarmed. And thats where we left it. 

I forgot to do the end of session move but I'll try and do it first thing next game. 

100
Dungeon World / Re: GM play-aid sheet
« on: February 07, 2012, 04:35:43 PM »
Thanks for this! I'll be using it this evening for my game. I'm liking the variable Damage, HP listings, it goes to my desire for variable creatures without adding too much to my processing ability on the fly.

101
Dungeon World / Re: Using pre made adventures
« on: February 07, 2012, 04:21:42 PM »
I'm working on a series of modules that follow the old Age of Worms Adventure Path from Dungeon magazine. I've found myself changing enough in them that I think I'm going to try putting them together into their own thing with all of the rules and such that you would need to sit down and play (with Sage and Adam's aproval of course) I'll be putting each one out individualy as I go along. First playtest is tonight with my home group and Saturday with my Skype group!

102
Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 05, 2012, 08:11:38 PM »
I've gone through and redone all of the monsters in The Whispering Cairn and did all of monsters in Three Faces of Evil with the new rules including Sage's suggestion for replacing the first two questions from this thread. The changes seem to have fixed some of my concerns without having to do stange math or answer the questions disingenuously. I'll let you know how it goes after my game on tuesday.

103
Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 04, 2012, 02:54:33 PM »
I'm with glitch here. I think that even in the planes there will be weak and strong creatures.

104
Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 03, 2012, 03:36:07 PM »
I like the range because it allows me to stay true to the environment the monster is from while allowing me room to taylor the monster for it's place within that environment. It also gives you wiggle room to try and help fit the monster into lower or higher level adventures.

105
Dungeon World / Re: New Monster Building Guideline Weirdness?
« on: February 03, 2012, 03:19:08 PM »
I think the problem may also be in how static the numbers are. If you presented a range for each tier people may be able to judge it better. I've already done this with the HP tiers. Here is what my monster making notes look like for What environment spawned it?

•  Naturally safe places— HP 3-9
•  Inhospitable places— HP 9-15
•  Dangerous places— HP 15-24
•  Twisted places— HP 24-40
•  The planes—  HP 40-80

That gives me a range to work within to make each monster unique.

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