Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - (not that) adam

Pages: 1 ... 3 4 [5] 6 7 ... 19
61
Dungeon World / Re: Paladin Quest
« on: October 12, 2012, 12:42:03 AM »
The core quests are so generic that basically everything can be squeezed through them.
Rescue ______ from ______'s captivity.
It's just Defend _______ from the inequities that beset them
Bring ______ to ______ that it may be destroyed.
This is a bit vague because it does not contain its actual scope. Might be both Slay _______, a great blight on the land, and Defend _______ from the inequities that beset them, referring to those threatened by whatever should be destroyed.
Retrieve _____ and return it to its rightful owner.
again, Defend _______ from the inequities that beset them, referring to its rightful owner
Find the fabled lost artifact ______.
This too is a bit vague, could very well be any of the other core quests.

about defending, I actually had in game just one time; it was Defend the City of Agarth, and it basically fueled the story all by itself by setting the starting city, telling us what would have been the main antagonist, how to deal with him (based on the boons received by the quest), why the others were interested in following the questing paladin, and so on.

That said, if you feel you want to play with custom quests, it's worth to give it a shot and try them.

62
Dungeon World / Re: Order Hireling?
« on: October 11, 2012, 12:53:57 PM »
actually even in the beta, order hirelings was based purely on Loyalty.

63
Dungeon World / Level up = +1 to stat
« on: October 09, 2012, 12:53:02 AM »
In the final pdf it seems you get +1 to a stat score every time you level up. Is that right?

Also, should we place every question about the new pdf in a single topic?

64
combat: whatever suits your group is just fine. Actually, as has been previously said, DW has a more cinematic approach, for which whoever has a cool idea is the one to go.

druid: actually the druid CAN take God Amidst the Wastes, via the Hunter's Brother move, while the Bard can cast spells taking Multiclass Dabbler (see the same move on the fighter's sheet to know how it actually works with spellcasting).

shadow walk: that's cool dude!

65
Dungeon World / Re: What is the Druid?
« on: October 07, 2012, 11:22:57 AM »
in my current game, the druid is an eco-terrorist crabby lady who provides funny bickerings with the other characters and acts as the brutish and powerful hero who doesn't give shit about these civilized weaklings (although she always manages to save a friend in need).

last time, the druid was a nonviolent giant viking pacifist and his main role was to constantly tie the group together against the common enemies and be the party's face for npcs.

I forgot to mention that by coincidence they are both a druid from the artict circle who shifts in polar bears and winter wolves.

In my current game, the magical feeling usually comes from the wizard (strange, isn't it?). From time to time, the more "magical feeling" characters have been the fighter (signature weapon that acts as a key to planar-gates and other pretty things), the paladin (because we all love jedi knights) and the cleric.

66
Dungeon World / Re: I require your example fronts
« on: October 07, 2012, 10:59:44 AM »
So, from my experience and from how I read the rules:

Fronts are just collections of (sometimes not so, but usually well) linked dangers; every danger has a general category (ambicious organizations, horde, etc) which determines its moves and a specific type (thief's guild, wandering barbarians, etc.) which determines its Impulse; every danger also has an Impending Doom (destruction, rampant chaos, etc.) and some Grim Portents that lead to it. A front has also some Stakes, which are questions about cornerstones of the front whose answer you are interested in knowing, but that you can discover only during the game, following the choices and the effort of the characters.

An adventure front has usually a few dangers with few grim portents, and is all about what matters here and now in a session-by-session basis.

A campaign front has more dangers and more grim portents and it reaches a broader story arc, encompassing many sessions and various adventure fronts.

A front is "resolved" when its dangers are either a) dealt with, b) no longer relevant, or c) kept growing for future evil (in which case, you move them to the campaign front).

With that in mind, as I discussed earlier, when I have to build a front I start from the character bonds. For every cool bond that spawned a lot of interesting elements like places, enemies, magic items and so on, I create a related danger with an Impending Doom that "threats" the bond itself (or the implied characters' goals); this usually makes every danger interesting to the players and the front well glued as a whole. The stakes of the front usually come up spontaneously at this point. Then I start writing monsters like if there's no tomorrow because I have a monster fetish, and then I add in a cast which I would like to roleplay, trying to make the bad guys the more sympathetic I can get to. Sketch some maps and maybe even a custom move or magic item and usually I feel ready to go.

One of my current fronts is something like this:

THE ELVEN KINGDOM

Stakes
- will the centaurs invade the forest?
- will the necromancer remain unpunished?
- what's the destiny of the elven kingdom?

Cast
- Stratos, proud elvenking
- Charnabon, vampire head of the elven necromancers
- Greymane, centaurs' shamanic leader

Dangers
The Elven Council (misguided good)
- the grief grows too heavy
- the elven council is summoned
Doom: all the elves leave the material plane to rest in the faerie realm (impoverishment) -> two elven characters evolved their bonds in: our marriage will save the elven kingdom

Necromancers
(cult)
- one elf is missing
- various people misteriously disappeared (dominated)
Doom: the necromancers seize control of the forest's heart without striking a single blow (tyranny) -> basically half of the characters sworn revenge against the necromancers cult (which infests every major location)

Centaurs (wandering barbarians)
- war begins
- northern defenses fall
- the golden tree falls
Doom: the forest becomes a cursed place (rampant chaos) -> actually, Greymane was controlled by the Empire, which is the actual main antagonist faction

Monsters: elves, centaurs, necromancers, various undeads and forest creatures

Hope this helps.

67
Dungeon World / Re: What is the Druid?
« on: October 07, 2012, 09:48:35 AM »
Since when in DW every class has a specific role and fuction? O_o

68
Dungeon World / Re: Defy Danger + Anything Else
« on: October 04, 2012, 03:47:38 PM »
Yeah, I would totally make him Defy AND Discern to see the illusory wall that is actually a trap... Fail it and take that trap damage as well !
wait, if there is an illusory wall, Discern Realities is just enough, because on a miss you can activate the trap.

69
Dungeon World / Re: Defy Danger + Anything Else
« on: October 04, 2012, 06:46:05 AM »
look at the ranger's Viper Strike (or whatever is called now his dual-weilding move). As you can see, you can have bonus damage from dual-weilding only if you have a move that tells you so. Otherwise, it's just a matter of fictional positioning and advantage (which however is very useful, as I learned from practice). And if you're using weapons with different ranges (like dagger and short sword), it's all for the better because you can attack effectively at both.

One thing about Discern Realities and Defy Danger: you can't just say "I want to Discern Realities", you have to say what you're doing, and it's this action as described that tells you if before Discerning Realities you are Defying Danger.

Also, when scrape said that if the player fails, the GM gets a hard move as usual and it could totally be "you didn't notice an enemy coming at you", he's totally right; not only that, but you could add also "so the enemy stabs you in the arm, roll for 1d10 damage", if it makes sense.

70
Dungeon World / Re: Removing the Cleric
« on: September 30, 2012, 05:51:58 AM »
it's not that you have to shatter the playbook in pieces. You can keep it around but you and the players know that the cleric doesn't make sense in your setting so no pc can be the cleric. The wizard, the paladin and the ranger however still get access to the cleri'c spellcasting.

71
well thank you all for the replies! Next game I'm going to put your advices in action.

By the way, that's what I'm already doing-more or less. Because actually, the wizard never asked for a place of power during this campaign, he just started complaining out of nowhere. And while I'm a fan of the characters all the way, it happened before that this player (and this group in general) view the ritual as the easy way to resolve problem; that is:

player: "hey I just do a ritual that solves the problem!"
gm: "yeah, the requirements are this and this, what a fun adventure expects you!"
player: "oh I forgot there is always this drawback, never mind the ritual."

and I most often pass as the horrible, horrible GM that doesn't let the players use their cool moves.

72
I mean, last night the wizard complained that in 4 sessions, we never found a place of power for him to use; we argued a bit, some other players joined us, then we concluded that, since they were in a forgotten underground metropolis, it would have made sense that, searching well enough, they could find a suitable place of power. However, I felt like that in this way, the players just had an easy way to prevent a couple impending dooms doing that ritual. Also they didn't seem too much worried when I said that they risked to permanently taint their own souls doing a ritual in such a fiendish place of power. I'm too much of a long time planner when comes about antagonising the heroes :P

So, to recap my question: how often do you find places of power in your games? Of what kind are your average places of power? Like, can you rent one in every major town, or are they incredibly rare places found only in the most forgotten corners of the world?

73
Dungeon World / Re: 2 revelations on Impending Dooms
« on: September 21, 2012, 04:04:48 AM »
Glad to be helpful! Now, take my thoughts with a grain of salt; surely this is one way to see impending dooms and bonds, but not the only one (that works).

74
blade of eyes: merge it with the fighter's signature weapon! Also, if you want to add extra success on a move, the best way to do it is to follow the already existent pattern, making the "critical hit" a roll that produces a 12+ (including the attribute modifier); in the same logic, there's no need to limitate the risk of losing one's soul just on a snake eys... Remember that on a 6- the GM can do a move as hard as he likes, and this includes saying that the sword is trying to trap your own soul (with the character reacting with a Defying Danger to prevent it!). Obviously, it's something you want to do only in the most critical, painful moment of the adventure! :D

cone of cold: why not all the three? :D also, you may want the damage to ignore armor like a fireball.

chain lightning: do your players like friendly-fire? This could be the chance to get rid of it! Maybe reducing the damage to 3d6 ignores armor to every enemy on sight.

ninja: this could be a compendium class with lots of supernatural powers for dexterous characters! Like a Ghost has a cool concept and the choices are awesome to me, but, how does it work in the original system? I mean, has the thief always to roll? Or has the ability a per-day limit? (in which case you could add a third option on a 7-9: you can't do it again until you make camp) I didn't see there was a link :|

Hey, why exclude the ki pool right away?! It sounds A LOT like the Focus. Maybe you could find some inspiration: http://www.latorra.org/2012/07/10/the-battlemind/

Like, the Ninja has 3 focus, and on a 7-9, as a third option when using a ninja-focused move, he can choose to lose 1 focus.

75
Dungeon World / Re: 2 revelations on Impending Dooms
« on: September 20, 2012, 05:39:50 AM »
@scrape thanks!

@WGR
no, probably I can't explain myself. However, it's just like that to me bonds are the actual fuel of character motivation. When you look at the sheet, you see that most informations about the character's history and personality comes from the bonds, and so his goals. And you want one bond resolved and explored by the end of the session, so what better way to do it than menace it with an Impending Doom? Now I realize what does it mean that bonds are alike to burning wheel's beliefs.

The game I'm currently running, the wizard known incriminating secrets about the thief, that is the thief betrayed his brother to save himself from jailtime. My impending doom is: his brother (along with other important npcs) is going to be zombiefied while in jail. And the wizard foresaw that his marriage with the ranger will save the elven kingdom, and here you are another Impending Doom. But even small things, like the druid that owes her life to the fighter but at the same time believes he smells more like prey than hunter, evolved in "they were hunting pirates together, and the last battle was very chaotic, with the two of them going like gimli and legolas counting orcs" -> juice for a danger full of pirates and an Impending Doom that will fuel their bond!

Probably this is something more adeguate to my gaming group. If I do fronts not strictly related to their bonds, the players enter in a "videogame-y quest-y mode" where they forget about their bonds and just try to prevent the impending doom. As for myself, as the GM, I need an explicit flag to build coherent fronts that are not just "quests" but involve the characters on a personal level, and I found it in the bonds.

Pages: 1 ... 3 4 [5] 6 7 ... 19