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Messages - tehnai

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Dungeon World / Re: Using miniatures... lightly
« on: November 30, 2012, 09:28:00 AM »
Hey, I've used minis loosely for some old school DnD, back in the days. And in high school, we used to draw our characters as colored Xs on graph paper.

If it helps the players and yourself visualize the scene, nothing wrong with it.

Apocalypse World / Re: Am I doing this right? Coral bees - threat
« on: November 27, 2012, 12:17:58 PM »
I don't feel like you can fight giant pink wasps without the right tools (likely a flame thrower, or going straight for the queen or something) Here's how I would do it.

When you cross the Coral Bees territory alone, roll+cool.

On 10+, you keep your calm, nothing bit you. Your pretty sure you haven't woken up any bug. Go you!

On 7-9, you step on something, you pass through the wrong building, you've woken up some bees, but you can probably leave healthy. Probably. Choose 1:

- You escape, but not safely. You step on something wicked sharp, you have to jump down a second story or something. Take 1 harm.
- You find safety, but you don't escape. You're stuck there for now and will have to act under fire to do anything else.
- You've escaped with nothing more than a sting or two. Doesn't even hurt.

If you are crossing the Bee Lands with a group, roll+Sharp

On 10+ Things are orderly and organized. You've scared the bees away or found a safe path for your group.

On 7-9,  things go well enough. you've made it through. A kid in the back is complaining about an itchy leg, but it's probably nothing.

I like the countdown clock, I would also add a separate one for an infected community.

At 3: A couple of people are complaining. It's no big deal.
At 6: Chaos hits, people are dying left and right and the bees are starting to build hives.
At 9: Pockets of survivors still fight on, or might have run off. A few members of the community are identified as immune. Nobody knows why.
At 12: The Bees territory grows

And finally, for recovery and for the Angel:

Recovering from the corral infection : At the beginning of every session during which they have access to some form of treatment, roll+hard (the bees don't strike me as particularly weird). On 10+ you heal 1 infection. If the infection clock goes back to 0, you're fine. I'm putting this here for two reason : 1- Maybe nobody's playing an angel, or the angel's player is off to a friend's wedding or whatever. It just kind of sucks when there's no way for it to be fixed without that one ability.

The Angel and the Corral bees : Using an angel kit can heal infection in the exact same way it heal wounds. I figure the system still exist, why make it more complicated.

You could also give the bees a "world domination" countdown, which starts at "There is a few hives in the waste" and ends with "Bee World". If you want the players to make it a big deal to kill every single bee (possibly by blowing up a nearby active nuke)

Monsterhearts / Re: Do I roll enough?
« on: November 19, 2012, 12:04:04 PM »
I think it's up to your players. It's generally assumed that you'll be rolling plenty, because your players have a motivation for doing so (if you roll your highlighted stats, you gain XP). As such, most players will go out of their way to roll as much as possible, and in doing so will force you to make a bunch of hard moves and add more Drama.

Essentially, rolling forces pacing in play, and given the fact that you don't roll yourself, as the MC, the pacing is entirely in the hands of the players. If they want to change that, it's fine. If they don't, that's also cool.

Dungeon World / Re: Dungeonworld using 1d20
« on: November 06, 2012, 01:31:05 PM »
Well, to be fair, if it doesn't change much, statistically, why bother?

That being said, if your reason is "Because I love my D20s!" by all means, do not let me stop you!

Dungeon World / Re: Dungeonworld using 1d20
« on: November 05, 2012, 12:30:24 PM »

I mean, having it be 2d6 has a bunch of reasons. First of all, makes more result be 7-9, which allows the MC to screw with the players a bunch. You want that. And it's still success, which makes the players happy. It's win-win.

On top of that, everybody has D6s, and they end up being a lot less scary to new players then creepier, weirder dice.

My main issue with doing that is that it makes the bell curve into a straight line, and thus becomes crazy swingy. I like 7-9 to be the expected result. Because that's something I can work with, and it makes the other 2 possible result seem special. Bell curves.

roleplaying theory, hardcore / Terminology project - Color
« on: November 02, 2012, 09:56:27 AM »
I'm a student at the University of Ottawa, currently working on a degree in Translation (into French).

I have a project to do in a terminology class (that is the study, writing and creation of terms) in which we are asked to create a couple of terminology records in a field of our choice, that it must not have been already covered by the two major Canadian term banks.

Essentially, I need to find terms that nobody important ever bothered translating in French, translate them, and publish the research and the record. I've chosen as my field of study RPG design.

Which brings me to the reason of this post. I'm looking for essays and discussions on the concept of "color" in roleplaying game and was wondering if the good people at the RPG theory forum could help me out with some research.

I do have to say I'm enjoying scurrying around in the Forge's archives, during class, and not being a terrible student.

Apocalypse World / Re: Apocalypse World in French...
« on: October 09, 2012, 12:07:27 PM »
Oh! Where will I be able to get this? I'm also a French translator and would really, really dig seeing the final result.

As for technical translation, well, it's where the job is, no judgement here!

Dungeon World / Re: Custom class: the Witch
« on: August 10, 2012, 01:33:11 PM »
Racial moves: Ongoing is fine. I just figured there was a word missing.

Familiar: Another solution would be to treat it like a free hireling of a type of one's choice at creation.

Bewitchment: I'd be mostly worried of it of slowing down the game. There should be some way to define scale at character creation. Maybe by setting a sphere of influence of sorts? Plus, I'm not a fan of giving any power to the GM in Apocalypse World hacks, it just feels wrong :p

Sage Altar: For the quantity, I'd put it at 1/1/3, with all associated moves, but wouldn't define the amount of time it takes to recharge them more than "it takes a period uninterrupted time".

Charm Weaver: I'd use both. Landing 12+ on 2d6 is real hard and should be considered extraordinary. If anything, I find the move a little boring. I'd also give a +1 forward to using that charm.

And now that I'm reading it, Needle and Thorn feels a little nuts. I mean, at high level, you can essentially spend two charms to kill anything in the game.

I'm also kind of feeling a move for using Wisdom to help instead of history. Something along the lines of "When you help someone by sharing wisdom and knowledge, roll+Wis instead of +Bond. If the target's roll succeeds, mark experience"

Dungeon World / Re: Custom class: the Witch
« on: August 09, 2012, 11:45:36 AM »
Alright, first of all, I like it! Here's what I would suggest:

- The alignment moves feel a little too ambiguous or extreme. I'd reword them a little to be a little less arcane. For example, Good could be "When an ally follows you advice to act selflessly".

- For the human racial move, is it ongoing or forward?

- I'd copy the Familiar mind link skill after the druid's shapechange. Make a roll+wis, partial hit keep 1, full hit keep 3. Spend 1 to make one of the animal moves.

- I'd reword the bewitchment to include the phrase "When you lay a curse on someone, roll+Wis". I think the effect of a curse are better implied than those of "bewitchments", and thus necessitate less GM advocacy.

- For Sage Altar, I'd make it "10+ you gain 3 charms, 7-9, you gain 2, 6-, you gain 1 charm and attract the attention of something nasty". I would also switch counter spell for "Charm Weaver" or something like that, which would boost any number of charms gained by one. Wouldn't be too worried about how powerful or how penalized they are, given that it's pretty easy to recover them.

- Finally, for Scry, I'd suggest modeling it after the Apocalypse World's Savvyhead's repair move. It works, but the GM sets 1-4 conditions from a list (It takes X amount of time, will require a piece of the target, additional ingredients and so on)

Dungeon World / Re: Kickstarter extras
« on: August 08, 2012, 10:06:39 AM »
The druid was said to be included in the final version of the book, so for the druid, you should be safe.

For the rest, I wouldn't think so (unless you can trade an limited edition AW playbook for the barbarian, I would guess).

Dungeon World / Re: Share Your One Line Game Starters
« on: August 03, 2012, 09:45:56 AM »
"You stand in front of the dark cave's entrance. Other people would quiver in fear, run or hide. Not you. You've been around, you've seen the faces of demons and the kitchens of orcs. You're professionals. Besides, the orphans won't save themselves. You hear a scream from deeper inside the cave, what do you do?"

Dungeon World / Re: Combat Example of DW Beta confuses me...
« on: August 03, 2012, 07:13:44 AM »
For the why the goblins would do that, I'd say because the GM felt it was dramatically appropriate. As for the damage move to be used sparingly, well, it's a hard move, you're expected to use it whenever there's a golden opportunity, not necessarily just rarely. Again, essentially, whenever the GM feels it's appropriate.

The GM in AW engine games isn't really scrutinized, in my experience, just do stuff and your good as long as your players don't think you're being cheap.

Dungeon World / Re: Harm-Moves from AW
« on: August 03, 2012, 07:10:12 AM »
You could just use the same move with Constitution. I wouldn't, if only because DnD characters are notoriously tough and otherwise known to be in perfectly good shape until they go below 1 HP.

Also,  HP as abstract combination of luck, fatigue and skill rather than the numbers of direct hit that you take (The attack barely misses you as you roll off the ground, cutting your arm on a piece of jagged rock, you take X damage), in my view of things. When a PC goes down to under 0, it means he/she got hit by a direct hit. You don't really survive a stab through the chest with a sword easily.

Dungeon World / Re: Share Your One Line Game Starters
« on: August 03, 2012, 07:06:30 AM »
"Your party has been in a small jail cell for a few hours. It's your own damn fault, really. They've quickly thrown you there after catching you. I guess the authority hasn't taken a decision yet. You hear sounds of battle from up the stone stairs and a man in blue garbs, the prison guard, falls down the stairs, landing a broken, twisted mess of skin, blood and bones, right in front of your cell. The keys are dangling from his belt. What do you do?"

Not quite one line, but yeah!

Dungeon World / Re: How Would You Prepare For This?
« on: August 02, 2012, 11:38:38 AM »

This does seem like the best way to do it, in the spirit of the game, especially for our very first ever game of DW.  I do worry that my players will be either a) struck with option paralysis or b) lose investment in the world if they feel like it's JUST been made up... by them.  We'll see.

The trick is to not just tell them "And now, make a map!" but to ask a bunch of pointed specific questions. Like where the fighter learnt to fight (it's probably on the map!), who the thief ripped off recently (the NPC lives somewhere) and so on. For my group, we just played on fantasy tropes.

The players started in a jail cell and broke out, managed to flee the city (mid-siege, no less) and then got to work drawing a map. One of them made a forest with a grove and a pond in the middle, called it "The Grove of Sudden Death", and I went, well, it's a creepy forest, there's probably a ruined creepy tower in there somewhere, right?

When they went to see it, the bard decided to see if he could read the markings over the tower's gate. He succeeded his roll and I got him to tell me what was written. And the dungeon was immediately declared an ancient elven mausoleum. We had elf mummies and everything, it was awesome!

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