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Messages - Murder-of-Crows

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31
Dungeon World / XP
« on: July 01, 2012, 01:19:13 PM »
Which is correct? The special move in the character sheets telling me to subtract (level+7) XP from my total, or the description in the Beta Test V2.3 rules telling me to reduce the XP to zero?

32
Dungeon World / Bonds
« on: July 01, 2012, 01:17:25 PM »
I just re-read the Bonds section the Beta Test V2.3 rules. Now I think, I understand:

If I've written a bond with another character, then we can resolve the bond if we both agree. Then I earn XP for resolving the bond.

If I left blank bonds, I can either fill them at the end of the session or replace them with a bond statement of my choosing? But I don't gain XP for that. Only when I resolve the new bond.

In essence, I can have up to 4 bonds to other characters at a time?

Is that correct?

33
Dungeon World / Re: So... Dark Sun
« on: July 01, 2012, 11:12:33 AM »
I see. I was thinking of "weapon breaks" as part of a hard move or golden opportunity on a 6-. Maybe like this:

6-: either the GM gets a golden opportunity or your weapon breaks.

34
Dungeon World / Re: So... Dark Sun
« on: July 01, 2012, 08:48:37 AM »
I think it's a matter of theme. If you want to underline the apocalyptic theme, start hacking AW until you get to Dark Sun. If you want to underline the fantasy theme, start with DW and add apocalyptica.

Both approaches have their strengths and weaknesses. If you start with AW, you have to basically re-iterate the whole process of DW to come up with races and classes. If you start with DW, you have to add apocalyptica. But you could follow in the footsteps of the original Dark Sun boxed set.

The design question is: what seems to be easier? Or just take AW and DW and produce their love child: Dungeon Apocalypse.

The core of the game are the playbooks. With DW, you already have those. With AW, you have to start from scratch. But AW describes the necessities of apocalypse fronts better. So, I would go with both.

35
Dungeon World / Re: So... Dark Sun
« on: July 01, 2012, 08:31:34 AM »
For weapon materials i was just thinking of adding a new choice for Hack & Slash 7-9: if your weapon isnt made of metal, it breaks.

Wouldn't that be something that happens on a miss? I could easily see a tag "non-metal" with the rule: "on a miss, your weapon breaks".

36
Dungeon World / Re: AP: The Barrow of the Dwarven Queen
« on: July 01, 2012, 08:29:13 AM »
Thanks for the hints, noofy.

Considering all that, the transaction was rather mundane. The dwarven fighter just wanted to sell his old and used scale mail, because he had gotten fancy plate mail. Maybe instead of rolling, I just should have given him half-price and be done with it.

37
Dungeon World / Re: AP: The Barrow of the Dwarven Queen
« on: June 30, 2012, 06:37:49 PM »
That's what he is seeing too, but still he feels restricted.

BTW, what I forgot to mention: how can I handle PCs selling stuff? Is that just a "reverse" supply move where the PC is offering an item and expecting money in return?

38
Dungeon World / Re: AP: The Barrow of the Dwarven Queen
« on: June 30, 2012, 07:48:32 AM »
Yesterday's actual play report: link.

39
Dungeon World / Re: Question about DW hardcover
« on: June 30, 2012, 04:51:18 AM »
The kickstarter page says:

"Contributors who choose a level including the hardcover reward will receive a limited edition premium signed copy of the game rules in hardcover. We're only planning one run of hardcovers, so get one while you can."

Seems to be pretty clear: hardcovers are kickstarter exclusive, but there is of course the Town Merchant and Merchant Prince level. Each has 20 backers. So if you are lucky and your FLGS is one of them, you might get one in the stores.

Disclaimer: I am just taking the info from the kickstarter page. Any more definite answers would have to come from Adam or Sage.

40
Dungeon World / Re: AP: The Barrow of the Dwarven Queen
« on: June 28, 2012, 02:59:53 PM »
Thanks again. Tomorrows session will start out shortly before the caravan reaches Svarturvigi. I need to introduce at least one other player character.

In the meantime, I have written a small adventure front "The Rise of the Demon Queen".
I won't publish it on my blog until my players have dealt with it (or elected to ignore it).

Next, all I need is a write-up for Solacebury and I am set for anything that could happen tomorrow.

41
Dungeon World / Re: Dungeon World - Wiki
« on: June 27, 2012, 08:22:10 PM »
The single biggest disadvantage of TiddlyWiki: it's impossible for more than one person at a time to edit the wiki. At least as far as I know.

Maybe a centralized wiki would be a better idea?

42
Dungeon World / Re: (not so) New Races & New Race Moves
« on: June 27, 2012, 08:19:38 PM »
It's fairly standard that dwarves can only be fighters or clerics. The thief always felt a little odd for them.

But let's check:
Elves can be bards, druids, fighters, rangers, wizards
Halflings can be druids, fighters, thieves

So, halflings actually have only one more choice than dwarves (and that one only recently added).

Elves indeed have a broader choice, but I feel that bard and druid are a bit out-of-place. The druid choice feels a bit warcraft-ty... less old school.

43
Dungeon World / Re: Bonds and XP
« on: June 27, 2012, 08:11:48 PM »
I would say no. When a character dies, your bonds with him maybe unresolved. As in: you never got a chance for a proper closure. Happens all the time... :(

But the sections on resolving bonds are a bit unclear anyway. Do I get XP for a bond that simply delete or replace?

44
Dungeon World / Re: AP: The Barrow of the Dwarven Queen
« on: June 27, 2012, 08:08:51 PM »
Next steading designed: Friarsbridge, a small village [link]

45
Dungeon World / Re: (not so) New Races & New Race Moves
« on: June 26, 2012, 11:11:59 AM »
I didn't like tieflings and their fire fetishism (and usually, I LOVE flame-casting characters in fantasy gaming).

When did tieflings become fire-fetishists? D&D 4?

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