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Messages - (not that) adam

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31
Dungeon World / Re: No monster tag for "speed"?
« on: January 14, 2013, 06:36:59 AM »
saying a monster is fast doesn't mean it'll be able to interrupt a player's action or go before the PCs
actually, yes. If a monster is well known for its speed, you just do a monster move like:

- act with incredible speed before everyone else

and that's all.

32
Dungeon World / Re: Steely Knives (an adventure)
« on: January 06, 2013, 12:06:23 PM »
gees, 14 pages for DW! People has done entire DW-inspired complete games in a lot less space! ;) That said, if you ever gonna prep for a first session (something that's not only unnecessary, but even a bit limiting), try to get in line with the fronts mechanic, they are really all that is needed for DW!

i'm still getting my head around "leaving holes" and "play to see what happens". 2/3's of my group have never rp'd before - so it's going to take us all a little bit to get used to this.
Don't worry: I played a lot of DW with brand-new players and they got used to how it works a lot quicker than any other player!

33
Dungeon World / Re: Horse & Rider - 1 Monster?
« on: December 23, 2012, 10:36:27 PM »
uh, I think you can go both ways. I prefer to have them as separate stat blocks. If you go with just one stat block for both, I think that when the mount or the rider dies, you should just switch to appropriate stats for what it's left. But if they are totally bound together (like, both of them have no meaning as a single monster if separated from each other), then killing them all is clearly an option.

34
Dungeon World / Re: [Challenge] How would you write The Hobbit as a Front?
« on: December 18, 2012, 11:03:54 AM »
I love tolkien but I'm not an expert, so take my words with a grain of salt; all of this is just speculation.

Everything in the hobbit happened because of gandalf. He lead the dwarves into killing the dragon, so the orcs moved into attacking erebor, and the resulting war cemented the alliance between the three races. All of this while he was driving sauron out of dol guldur, and acquiring other small advantages (like killing the goblin king, befriending Beorn, recovering orcrist and glamdring, and so on).

So, what would have happened if gandalf wasn't there?

First of all, the ring would eventually have returned to his lord's hand. Sauron himself could have extended his dominion all over mirkwood. The free people probably would have slowly estranged one to another, to the point that they would have never fought together against the common enemy. Dale would have never been rebuilt by its one true king, nor could have been a new king under the mountain; during the upcoming war of the ring, sauron would have had an easy time with a dragon on his side and no one defending that zone. He could have burned mirkwood to the ground, killed aragorn in a blink and then annihilated rivendell... Eventually, he would have proceeded in crushing between anvil and hammer lothlorien, rohan and gondor.

One could extract a cool front out of this, but it won't be tolkienesque. Tolkien is full of deus ex machina and arbitrary coincidences. Something totally incompatable with dungeon world.

35
Dungeon World / Re: animal companion, labor & travel trainings
« on: December 14, 2012, 06:02:55 PM »
Well, no sir, the risk of death is something completely unrelated to monsters or travel moves or anything else. Whatever is considered lethal in the setting, it is. My current group is traveling across a glacier and the supernatural cold that envelops the environment threatened their life more than once, while the icy monsters encountered during the trip are just a minor nuisance (their main goal being the depletion of the party's resources against cold). Some time ago, the trailblazer fell down a cliff covered by bushes and they saved her just in time. But obviously there are a lot of other things that could take a life that are neither monsters nor hostile places!

That said, yes, probably it's just a matter of focus, but I still can't see why it's like this.

36
Dungeon World / Re: animal companion, labor & travel trainings
« on: December 13, 2012, 08:08:13 PM »
ok guys, thanks for the answers!

It's just that it seemed weird and arbitrary to me that, like, damage & fighting monsters is represented both fictionally and mechanically, while travel or labor don't give bonus to rolls. That said, I'm waiting to have an actual issue during the game before even mentioning the problem to the rest of the group.

37
Dungeon World / animal companion, labor & travel trainings
« on: December 12, 2012, 04:56:42 PM »
So, in the command move it doesn't seem to be any roll to which it could be applied a travel or labor training bonus.

This came cause I was thinking about a Mule animal companion:
Ferocity +1, Cunning +2, 1 Armor, Instinct +1
Strenght: tireless
Trainings: travel, labor
Weakness: stubborn

but then, I realized that there's no actual option to use its trainings in the command move.

I would expect something like:
...and you undertake a perilous journey, add it's (???) to your roll.
...and you carry some load, add it's (???) to your load.

Has anyone ever had an issue with labor & travel? Has anyone ever took a mule as an animal companion?

38
Dungeon World / Re: Carouse failure and XP mark
« on: December 12, 2012, 02:56:42 PM »
well, let's keep it simple then: it happens what always happens when someone misses a roll, that is, the GM makes a move as hard as he likes that follows from the fiction. So the details of what the gm's move might be are completely entwined to what is actually happening in the situation at hand.

39
Dungeon World / Re: Question on Bonds, Also Question on 6 and below
« on: December 12, 2012, 02:13:54 PM »
by the book, you can have bonds only with other PCs, but a lot of people here changed this, having bonds not only with npcs, but also with organizations, objects, ideals, gods, and so on. So, well, if it's an issue for you, talk with your group and see what they want.

you absolutely can have more than one bond with a single pc. Every bond adds a +1 to your aiding roll for that pc.

40
Dungeon World / Re: Carouse failure and XP mark
« on: December 12, 2012, 02:10:20 PM »
if really everyone wants to roll, then it's a chain of aiding moves: I aid you, you aid him, and he aids the actual roller.

41
Dungeon World / Re: First "real" game of DW, advice sought
« on: December 10, 2012, 11:46:47 AM »
Hey, they level up when they Make Camp, so there's no need to wait until the adventure is finished!

one player complained that she felt that they were "floundering" a little and didn't have a lot of direction.
Next time, just ask him in what direction he would like to go, and then elaborate on the answer!

42
Dungeon World / Re: First "real" game of DW, advice sought
« on: December 07, 2012, 02:42:10 PM »
totally agree! Even when I play DW, I always have a printed copy of world of dungeons just for the names!

43
Dungeon World / Re: Dual Classing Pre-Mades
« on: December 07, 2012, 10:50:19 AM »
woot, someone took notice of my efforts!

By the way, those are AWESOME, great job!

I don't know what to think about balance, they seem pretty balanced to me, but I feel that only playtesting will uncover the truth.

44
Dungeon World / Re: First "real" game of DW, advice sought
« on: December 06, 2012, 05:00:51 PM »
Hey, my experience it's just the opposite. The more I play DW (and world of dungeons), the more I understand that for the first session you don't need anything prepped. Just ask questions like crazy!

I found useful, if anything, to have a whiteboard to quickly draw one-shot maps on the spot, like that single important dungeon room and so on.

45
Dungeon World / Re: NPC counterspell?
« on: December 03, 2012, 09:51:13 AM »
How I handled counterspelling in the past:

Player: I cast magic missile at the evil sorcerer!
*rolls hit*
GM: well he's fast and he's trying to counter your spell, what do you do? (monster move: "Counter a Spell")

Then, the player's answer will dictate what happens. If his action triggers a move, then roll for it, otherwise, the fiction decides what comes about the spell.

Like, "I concentrate all my power to overcome his defense" -> INT-fying Danger, the danger being the countering of the spell, or maybe the consumption of all of the player's magical power (for a little while, at least).

Or maybe, "We all know he can't use magic if he doesn't stand firmly on the ground, so I quickly shout to Garrett, who's in melee range, to kick him in the buttocks" and so on.

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