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Messages - Murder-of-Crows

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16
Dungeon World / Re: AP: Against the Deep Elves
« on: July 08, 2012, 02:26:49 PM »
Only thing is: I still don't know what it does... ;)

17
Dungeon World / Re: AP: Against the Deep Elves
« on: July 08, 2012, 10:48:13 AM »
The link to the AP Report: link

18
Dungeon World / Re: questions on beta
« on: July 08, 2012, 05:02:27 AM »
That's what I would assume. Even if it's not mentioned anywhere...

19
Dungeon World / AP: Against the Deep Elves
« on: July 07, 2012, 07:30:43 PM »
On Saturday, a new group of players started playing Dungeon World. This is a separate campaign from the Barrow of the Dwarven Queen.

Today, I am posting my preparations for the first session: link.

Tomorrow, I'll post the actual play report. The group currently consists of:

Elohiir, the good elven fighter
Silka, the neutral human thief
Isolde, the good human wizard
Ethanwe, the neutral elven druid

20
Dungeon World / Re: Druid Spell List
« on: July 07, 2012, 07:33:23 AM »
I like this a lot. Should be made official ;)

Seriously, if anyone ever plays a druid and takes the appropriate moves, I am going to hand out your spell list to them.

21
Dungeon World / Re: XP
« on: July 05, 2012, 08:42:35 PM »
Didn't you even say, just once per session?

22
Dungeon World / Re: questions on beta
« on: July 04, 2012, 02:00:40 PM »
1) INT is used when you have to think quicky, WIS is used when you have to have mental fortitude. As I would read it, when you have to resist mental influence (like in D&D any time you would make a Will save).

2) Good question. But usually all agree on the three questions or even I as a gamemaster decide. Hm... even though skinnyghost recommends the GM stay out of it.

3) You is singular, and everyone has to roll to gain the benefit, I'd say.

23
Dungeon World / Re: New Class: The Swashbuckler
« on: July 03, 2012, 01:13:58 PM »
I really like the "bad reputation" move.

24
Dungeon World / Re: Appendix: 100 Dungeon Descriptors
« on: July 03, 2012, 01:12:30 PM »
I was looking for something specific like the 100 knacks for NPCs or 100 impulses. Things that help spark the imagination as part of the final book.

25
Dungeon World / Re: Two Weapon Fighting
« on: July 02, 2012, 07:13:37 PM »
Doesn't seem to be in the rules... that's why I suggested 1W10+1*b.

26
Dungeon World / Re: "Faith" quote on page 45
« on: July 02, 2012, 02:36:56 PM »
Lamentations of the Flame Princess has a nice take on the topic. Just because you receive spells and guidance, doesn't mean your god really exists. It could be that something other is granting spells and guidance, like: your unshakeable believe, the collective unconsciousness of the faithful, the power of your faith, etc., but not a true god.

27
Dungeon World / Re: Party glue
« on: July 02, 2012, 02:33:25 PM »
Reminds me of the party sheets in WFRP3. Maybe the reason why the party is together gives a special move?

28
Dungeon World / Re: So... Dark Sun
« on: July 02, 2012, 02:31:58 PM »
Yes, you're right there is! "Use up their resources", I think.

29
Dungeon World / Re: Two Weapon Fighting
« on: July 02, 2012, 02:30:19 PM »
I would say: roll damage twice, take better result. Like an attack by multiple monsters.

30
Dungeon World / Re: So... Dark Sun
« on: July 01, 2012, 06:24:35 PM »
Question is also how close you want to remain to the source material.

Back in 1991, when Dark Sun was published, psionics were mostly included to raise sales numbers for the Complete Psionics Handbook. Dark Sun could play well without psionics.

On the other hand, AW also has psionics (albeit as the only weird stuff).

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