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Messages - hobbesque

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46
Dungeon World / Re: 7-9 on Aid & Interfere
« on: September 10, 2012, 11:54:04 AM »
I've had a GM run it that on a success (even some weak hits) there was no problem manifesting, and therefore the Aid-er was fine. This might work sometimes (fiction first!) but I think it's more interesting to always throw in something. "Cost" is probably the best catch-all; time, energy, positioning, the opinions of others/social harmony ("You were awfully quick to help Rothgar with that gate!") don't need to be harsh enough to be more than flavor, while still keeping the Aid move risky enough that it's not an easy call and interesting no matter what's rolled.

47
The Regiment / Re: Alpha 2.0?
« on: September 04, 2012, 05:19:50 PM »
Excited to see this! Now I just need to figure out what sort of thing to run with it. Anyone have one-shots, or Dungeon World-esque "Battle Starters"?

48
Apocalypse World / Re: Handling PC versus PC seduce/manipulate
« on: August 06, 2012, 10:40:59 PM »
You should also consider prompting people to make Sharp roll to Read a Person and figure out How To Get Them To Do What You Want.

This in particular seems like good advice for advancing the scene, since that's basically "what do I need to offer to make a manipulate roll?" mechanically. It's also very put-up-or-shut-up fictionally and metafictionally, since you're putting the question directly to the player, and they have to be honest.

49
Apocalypse World / Re: [AP] Cold Cores
« on: August 04, 2012, 12:27:51 AM »
I guess I'll be greatful for the bump from the spambot, then. :P

You'll see more of this... eventually. I've got the second session mostly written up, and have been recording as I go (for my own note-taking purposes, rather than to podcastify). There've been about half a dozen sessions.

Preview of what's to come, from last session: VERITAS, reaching through the maelstrom with her students all around her, finding someone in the book of reality and...  ripping their page out.  Dremme standing in the middle of the Yardhold's bustling market, wearing a vest made out of claymore mines and ranting. Lobster, trying to tell the Claw Crew why they aren't rolling out in force to rescue a wounded Sunny. Nero, covered in blood, standing at the edge of the light and staring down a long, dark subway tunnel. Listening hard for running footsteps.

50
Dungeon World / Re: AP: In the Dark of the New Moon
« on: August 01, 2012, 11:07:37 AM »
The beggars were a detail I cribbed straight from the old Conan comics that inspired much of this scenario.  I hadn't included them in my write-up, but I wish I had. Some sort of custom move for hanging out with crazy, intoxicated beggars would be awesome.

A modified (or not) Carouse roll? Pick out of Useful Info On The Cult, A Secret Way In, Not Stoned Out Of Your Gourd, etc.

51
Dungeon World / Re: Under the Dark of the New Moon
« on: July 31, 2012, 12:43:57 PM »
This is awesome! I was trying to find a one-shot thing DW that really grabbed me and inspired me to run it, and this might be it.

52
Monsterhearts / Re: New Skin: The God
« on: July 17, 2012, 12:25:54 PM »
This is neat!

I like Miracle a lot, because it plays in to the "Gods get power through worship" angle. Although I don't know if that's what you meant, and a clarifying line about what's happening fictionally might be good.

I'd probably condense Bestow Gift and Bless the Worthy, since they get at the same thing. It could also probably be written in a pithier fashion. Maybe:

Quote
When you have time and intimacy with a willing subject, you may bestow your divine favor on them. On a hit, they get the condition "Favored of your name," your choice of +1 to all moves directly related to a particular task or access to one of your God moves, and they give you their choice of something you want, 1 string, or 1 experience. On a weak hit, all that, and also pick one of: you lose access to the move you granted while they have it, you take -1 forward, you are drained, they gain 1 string on you. The gift is revoked when you wish, or when the gifted betrays you or your dogma.

Domain of Power is interesting. I'm not sure I'd have it be a required move, and maybe instead make Domain an appearance-style list ("chose one or more"), so that everyone has to choose to be a god of something, and then make the move "Chose one basic move that's tied in to your domain, and explain why. Take +1 to that move."

I like how the various "Divine" moves encourage over-the-top-ness. I feel like Divine Shun could use both a better name and a better conveyance about what it means to be over-the-top when shutting someone down. Just because it's rolled with Cold doesn't mean it can't be dramatic. People watching should go "Wow, really?" Maybe an overly elaborate or cruel trick, ranting (quiet or loud), threats, vows.

I also like the backstory!

53
Monsterhearts / Re: Unashamed: Fae clarification
« on: July 16, 2012, 03:18:28 PM »
I think you're making a mistake in thinking that you giving someone a string to take a string on them is "even." String's aren't symmetric, unless you both spend a string to give +/-1 to the same roll, which is maybe their least interesting use. Compare The Power Flows Through Me, the Infernal Bargain that's +2 to any roll, but a String to the Dark Power. In both cases you give others power over you to gain something.

54
Dungeon World / Re: questions on beta
« on: July 15, 2012, 11:17:08 AM »
I'm guessing that will end up looking like "Get one for free, additional preparations are at normal cost" since you can't prep rotes more than once (I assume) and losing the ability to multi-prep the spell probably isn't an intended feature of the advance(?).

55
Dungeon World / Re: questions on beta
« on: July 14, 2012, 03:39:57 PM »
I have a question!

When you use Chosen One/Prodigy on a first-level spell, or the Cleric moves for First Aid, you end up with a spell that is either level 0 or "does not count against your limit of granted spells," respectively. It also says you can prepare the same spell more than once in the moves discussion chapter.

Read literally, this would seem to mean that you should be able to get these spells infinitely. It basically turns all weak spellcasting hits in to strong ones, since you can choose "lose the spell" without penalty.

That doesn't seem quite right (or maybe it does?), but I'm not sure how else to do it. Get one for free, additional preparations are at normal cost? Count it as a 1/2 level spell if you prepare it more than once (i.e, 2 uses per spell levels you prep)?

56
Apocalypse World / Johnstone's "When you reset Hx, learn a secret"
« on: July 11, 2012, 05:50:01 PM »
I considered posting to the original thread, but didn't want to necrotize.

I really liked this rule when I saw it. We've been using it in our game as it's written in the first post, without a specific list of options or mechanical bonuses.

I was wondering if and how people have been using it in play. Thus far, everything we've revealed has been backstory stuff, either that the player's worked out beforehand or on the spot, and the knowledge of it is sort of retroactive; "You've always known this thing/have heard the rumor before, but it hasn't come to light/seemed relevant before now." I'd love to hear specifically what sort of secrets you've revealed, and also how that revelation's been worked in to the fiction.

When you reset Hx to +1...

When your Hx with a character goes to +4 and you reset it to +1, have that character's player tell you a secret about their character.

When you tell a secret about your character, tell the other player something their character did not already know, either some weakness or habit, or some psychology they manage to puzzle out. This should be something more than trivial; if it can be used against your character in some way, if it's something the MC didn't know, or if it paints your character in a radically different light all of a sudden, all the better.

If you're using Hx (or bonds or the equivalent) with NPCs, and you reset from +4 to +1, the MC will tell you a secret about that character.

57
The Regiment / Re: Market Garden AP
« on: July 10, 2012, 01:12:17 PM »
This is a great AP! I like seeing the design notes as the game develops.

58
Monsterhearts / Re: Hellium Buffalo's Actual Play
« on: July 10, 2012, 01:11:28 PM »
Do people tidy their audio APs at all? Listen to audio APs? I recorded some sessions in case I ever get inspired to type stuff up, but between the near-universal hatred of people for the sound of their own recorded voice, and the level of in-joking involved in any RP session, I sort of figured there was limited demand.

59
Apocalypse World / Re: An idea for Hardholds
« on: July 10, 2012, 12:07:15 PM »
When a place on a clock says +/- to another clock, is that a one-time effect that kicks in when you reach that point, or is it a modifier that you lose when you move to a higher/lower place in the clock? I feel like it should be the second, so that, say, yo-yoing between 6 and 9 o'clock on Food doesn't tank your Morale. Does that make sense?

I like it, especially if there's actually a Hardholder in play. I sort of feel like if there isn't a Hardholder, maybe people didn't want to deal with making sure everyone's needs are met, so it'd be a read of your group about whether stuff like this needs careful tracking or whether it should just be a general "Water is scarce, people are desperate, the NPC hardholder might hire the Gunlugger to go secure some more." Although I suppose that if there isn't a Hardholder in play, only the descriptive part of countdown clocks come in to play, and it might give you a sense of what else goes wrong when X runs out.

Since the bonus/penalties to other people's rolls only come in at the very ends of the clock, I'm not sure they'll add much investment, per se; they're not likely to be good citizens enough to push it to the bounty side, and I'm not sure a -1 is much of an incentive beyond what people already have to prevent their society from collapsing.

60
Apocalypse World / Re: Experience for stat replacing moves
« on: July 09, 2012, 10:07:55 AM »
Sorry, you're right, I left out custom moves. It should be "You're highlighting the moves that are under Cool, such as Act Under Fire." You would absolutely get XP for the other ones, too.

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