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Messages - stras

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76
Dungeon World / Re: So, The Druid
« on: June 14, 2012, 04:04:47 PM »
I read Elemental Mastery as "the Land is thirsty".  As in you have to open a vein and let the elemental drink in order to bind it.  And if you don't, it might do what you want, but it might do it's own interpretation...

Also:
 Can a cat pray to a god?

Bast certainly believes so.  As does Morpheus... >_>

77
Dungeon World / Re: So, The Druid
« on: June 14, 2012, 03:58:45 PM »
@(not that) adam: You really have to look at it *with* the ranger sheet (Think Ranger beast companion + the eyes of the beast trick) to see the whole other layer of awesome hiding.

Like I said I went from "huzzah I get to romp and stomp and fly around" and just sat there with all the possibilities and how much difference you can eke out from different combos.  I love it.

78
Dungeon World / Re: So, The Druid
« on: June 14, 2012, 03:40:03 PM »
@Murder-of-crows: Take the ranger move for spellcasting.  You can be a raw shapeshifter, or you can be a divine-casty-druid.

@tehnai: I expect there to be a section like that in the 'class moves discussion'

79
Dungeon World / Re: So, The Druid
« on: June 14, 2012, 03:39:15 PM »
Holy crap.

I'm at work. I was giddy when I saw it. First off: halfling druid picture is the cat's pajamas. But as I read the giddy left:  All that I was left with was a deep appreciation for what was done.  There are so many stories hidden inside those moves, so much flavor and depth.  I've been joking about wanting one for months, and this was so worth the wait, and so worth the pick.

It hits all the points and nuances of what I want.  Shapeshifter, shaman, land guardian, spirit talker, guide ... swamp thing.  There are so many routes to take this.  It feels very right.

I have some minor suggestions/questions which will happen post-work, but damn guys.  Good work.

80
Dungeon World / Re: (AP) Hall of the Vampire Queen
« on: June 14, 2012, 10:21:59 AM »
Hey tehnai! Welcome aboard.

Sadly, a counterproductive player isn't really the fault of the game, nor is it something any game out there can really fix.

But as to combat - yes, you can have some fast paced action, and even some pretty tactical choices.  There are plenty of APs here to choose from, but if you have any specific questions (or a scenario) toss it at us and we'll hash it out and see if we can provide examples to help.

It's funny you mention volley, since my players almost take the -1d6 option.  But then, my monsters tend to be scary as hell, and they don't have the leeway usually (it's a question of downing things quickly before the party gets ripped apart).

Hearing you say 'highlight' it sounds like you're not playing with the newer rules.  You should email Sage and Adam at gm@dungeon-world.com and they can get you the full Beta which may address some of your problems and concerns.

81
Dungeon World / Re: Locations: To prep or not to prep?
« on: June 13, 2012, 03:34:21 AM »
I do zero prep usually in that regard, but I find that online map generators are useful, so I usually have a couple blank pre-printed dungeons on hand.  Something like a cave complex, something that might be a temple, a couple floors of a castle and some generic town bits.  Anything else we just sketch in a couple seconds on a sheet of paper or two.

I keep blank maps onhand, and fill in the rooms as we go based on what the dungeon should have.  Sometimes bits get crossed out or filled in, sometimes we add more bits ... it's all pretty organic.  I find that coming up with some themes (like the themed monster books) and doing a few custom moves for a place that fits that theme and paper-clipping it to the blank maps is a good idea.

82
Dungeon World / Re: Defend
« on: June 12, 2012, 05:18:25 PM »
we use 1d4 so it's not 'the best option' for a mage past level 2.

Also, this opens it up for future moves from say ... a compendium class.

The Guardian

Move: Wall of Steel
When the target you are Defending is struck for full damage, take +level piercing forward.

Move: Retributive Strike
When the target you are protecting is struck for full damage, expend a Defend hold to deal 1d8 damage

You get the idea! :)

83
Dungeon World / Re: AP: In the Dark of the New Moon
« on: June 11, 2012, 07:42:22 PM »
Aha! Found it:

For what it's worth, this is the general go-to list I use for Defy Danger weak hits:

Worse Outcome: You're out of the danger, but now in a new one.
Hard Bargain: You're out of the danger, but it costs you something, right now.
Ugly Choice: You're out of the danger, but now you have to make a choice with no particularly good options.

The key thing is that they do what they set out to do, but... Also, I've noticed that if the danger itself is not well defined and the fiction going on at the moment not detailed and engaging, weak hit results on DD will be harder to arrive at. In pinch like this, I'll turn it back on the players. Someone will have a good idea if I don't.

I enjoyed this breakdown, gives me a good structure to keep an eye out for and a way to think about it.  Sometimes I just go with the in-book phrasing, but this is a good starter meaning for my brain to chew on.

84
Dungeon World / Re: AP: In the Dark of the New Moon
« on: June 11, 2012, 10:40:38 AM »
Yikes long writeup.  Excellent though.

In particular I like your custom moves.  The chase one is in particular very good.  I might have to yoink that >_>

As for grabbing/breaking grabs I use DD+Str.  Seems to work great.  Basically if there's no actual Danger of anything I usually just let the PC's succeed, but if there is a physical overpowerment I go with a Str roll.

There was a post here (i have to dig it up) that broke down the defy danger 7-9 set I really liked.  I don't know if I'd rewrite it (although for first time games it'd be nice for a clarification) so much as I keep that onhand to sort of clarify and keep me on point.

85
Dungeon World / Re: Google+ Hangouts Dungeon World Game
« on: June 11, 2012, 10:30:07 AM »
I am sadly going to be watching Prometheus with a friend.  Let us know how it goes!

86
Dungeon World / Re: Making moves...
« on: June 08, 2012, 04:06:45 PM »
Something I picked up in specific other games (I use comic-panels in my head for framing in Marvel for example) is to think of it as a story. 

In a scene (movie, book or otherwise) where adventurers are being attacked by wolves in a forest, you have to sort of cut to each person, but the story is moving on.  Think about what that paragraph would sound like and let that shape what you're doing a bit.  They (meaning the characters) are certainly in the center of the frame unless there's a major villain of some sort (wolf-pack leading Lord of the Hunt), but the action isn't static.

If there's two characters in that frame, one is probably rolling an assist.

Just my personal rule of thumb.

87
Dungeon World / Re: Making moves...
« on: June 08, 2012, 01:55:41 PM »
When the players look to you for what happens next, time for a soft move (it's in the rules this way actually).  If a worg leaps at one of their throats (that's not hard, because you're not declaring damage) and you ask 'what do you do?' You've taken a move (announce future badness) and they're reacting.

Don't worry about them having a rhythm.  If they roll 7-9 or 6- you'll get to go.  If not, you can usually shift the fictional positioning a little.  If Bob takes on 3 wolves, you can describe their back to back formation falling apart a bit, him dodging and weaving before letting one land on his shield and skewering it.  This fictional progress will then prompt others to describe action that leads to a move no doubt.

IE: It should take care of itself.

If the wolves are around them circling, and the players pause, just have the wolves leap (soft move) and things should move smoothly.  If the players do nothing, it's Defy Danger time!

88
Dungeon World / Re: AP: The Barrow of the Dwarven Queen
« on: June 08, 2012, 10:59:28 AM »
I found the most interesting bit of things Grimdrig's commentary at the end.

WFRP3rd (which I'm a fan of) rewards positive description with white and black dice.  So if you fictionally add positioning (I dance back over the trap, hoping he misses where I step!) you get white blessing dice to add, and if the GM adds complications (but you've been drinking all last night dwarf, how's that blurry vision affecting your footing?) you add black dice to complicate your life.

However being used to this sytem and being removed from it reminds me of the feedback loop (http://www.alexc.me/a-scientific-explanation-why-diablo-3-is-less-addictive-than-diablo-2/417/).  Be creative, add fiction, get a bennie! Woo!  But in DW: Be creative, add, fiction .... no mechanical additive.  This would no doubt wear on the player.

DW is a very different game though.  Instead of using a very delineated set of rules, you tell a story together and use the rules where they apply.  It takes a little adjustment.  Also about $60 less of unique dice, and 40lbs of cards (that box is heavy).  It has strong benefits (such as more flexible class and world structure, higher player agency) but the tradeoff is that not every fictional tidbit matters.  I think it does well overall because it's not as much about player success as about a good story.  Also it moves alot faster in terms of getting things done, and story progression.

But I hear what he's saying.

GM SECTION:
I second the 'boxes' for marking things off comment.

Spouting lore and Discern Realities speed up.  When people learn the questions they know what to ask, and they don't bother rolling so much when it isn't applicable, just ask questions about details.

Cool post.

89
Dungeon World / Re: Dungeon Starter Resources
« on: June 07, 2012, 02:34:52 AM »
Wow, what a great thread!

So as GMs we've been running games a while, and we've made tons of dungeons before.  But while some of these are super inspiring, I have a couple links to add for on-the fly dungeoneering.  I find the hardest thing for me is to have nice, pretty maps for consumption so I have a couple links I use (and usually have a few different maps printed out in my folder just in case the players decide to spelunk, visit barrows, or raid an ancient evil temple).

My two personal favorites are:

http://donjon.bin.sh/dungeon/
and
http://davesmapper.com/

Nothing like having some sweet maps to put on the table to represent where you are.  Both have the print-to-pdf capacity, and work great.  The latter has a bit more drag and drop, but takes a while to learn and get the setting right.  The first however doesn't have nearly as much customizeability or bizarre (but awesome) tiles you can slot in for just the right amount of lava or whatever random thing you want.

90
Dungeon World / Re: AP The Mansion's Cavity
« on: June 06, 2012, 07:59:48 PM »
I'm starting to see what you mean by the less-than-clear bonds. What does it mean? Has that meaning changed significantly now?

Exactly.  As long as you think it's resolved (meaning either played out well enough, changed, or if it has a goal - complete) you can ask the other person if they agree.  If they agree mark XP and cross it out.  It reminds me a bit of buying off (10pt) XP with keys (such as in Lady Blackbird, Marvel Heroic or Shadow of Yesteryear).  It's a change that signals that your relationship has moved on in some fashion.

As for 3, I'm starting to see your point. If you wanted to maximize bondage, you'd be hard-pressed to use all four for the same player. Plus you can have majority votes with an odd-numbered setup.

Correct.  As a sidenote someone on these forums suggested making bonds with organizations, NPCs and so forth.  It's become sort of a driving bit of the story (and plot) in a game I'm running, and I highly recommend it.  House Rule and all that, but we've enjoyed it so far.

I've seen C&O houseruled to where it works with NPCs, and is compulsory. But as it's written, doesn't it just work for PCs only?

When you speak frankly with someone...
Ah I see your question.  The word 'player' there.  Hmm, maybe we should get Sage/Adam to reword (or clarify correctness/intent) of that.  As far as I'm concerned the GM is the 'player' for an NPC but they DO state in chapter 1 that there is the GM and the 'players' (separate entities).  So technically you're right, but I can't imagine running it any other way.

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