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Messages - tehnai

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16
Dungeon World / Re: How Would You Prepare For This?
« on: August 02, 2012, 09:24:29 AM »
For you first session? Prepare 1 single sentence. The very first thing you tell them when the session starts. It needs to be in media res.

For example!

"You stare at the giant, ominous structure. It's high, dark grey spires look like tendrils coming out of the ground. You know exactly what they conceal and you are there to stop it. What do you do?"

Then procede to asking them what's in the tower, why they got there, why they care, how many Bothan spies died giving them that information and so on. This is their world, let them create it. You're just the audience (with some voting power).

Imagine they say the dungeon is the home of a necromancer. It tells you quite a few things:

1- The dungeon is populated by the undead.
2- The players want to fight gross monsters and be exposed to gory scenes
3- There's probably a creepy lab with a monster built from spare parts, and probably a torture chamber.

and voilà, your prep is done, and they get to fight what they want to fight, and you get to relax. Just take a bunch of notes.

When they leave that first dungeon, pull out a piece of paper and stick in right in the middle and go: So, what's around the dungeon? I'm guessing there's probably a village close-by... And so on. Your players will surprise you, I promise.

17
Dungeon World / Re: [Draft] New Class: The Noble
« on: July 13, 2012, 06:47:07 AM »
You should word the hirelings like they do in Apocalypse world:

You have three hirelings (perhaps named Alfred, Ralf The Giant and Mister Hornbury).

I find the racial moves a little bland, Maybe have 1 get a bonus (I like the elves, it's flavourful and pretty awesome) and the other ones getting something that expands what they can do (additional questions to moves, etc.)

18
Dungeon World / Re: (not so) New Races & New Race Moves
« on: June 28, 2012, 09:20:49 AM »
@Adam: Uh, well look at that! Go ahead though, play around with the orcs! I didn't want to give bonus damage to the orcs because it felt too easy. I really like the "disgust and impress" of the orc thief, I feel like an orc thief is very much of a sneaky thug, a guy who would make an example out of someone. Then again, I've always loved the concept "Brutish and strong thief". Backstabbing with a 2-hander ftw!

19
Dungeon World / Re: (not so) New Races & New Race Moves
« on: June 26, 2012, 11:51:46 AM »
Sure, let's try this!

Orc Fighter

Terrifying : When using the parley move and threatening to do violence, roll+str.

Orc Thief

Splatter : Add to the backstab options "Shock or disgust any onlookers."

20
Dungeon World / Re: Pre-Planning Sessions
« on: June 21, 2012, 12:44:06 PM »
Adam speaks truth.

The hard part is to just accept that your players, as 3-5 creative minds, are probably able to make a more interesting story than you could on your own. It's about trust.

See yourself more like the audience of a Reality TV show. You are enjoying the hell out of that show and every now and then, the announcer asks the audience to call in and vote on what happens next! So just let them roll until everything stops and they look at you. Then pick a move and let them deal with it, see what happens. Rince and repeat.

21
Dungeon World / Re: Pre-Planning Sessions
« on: June 21, 2012, 07:25:22 AM »
In my opinion, you are way, way over prepped. The game really plays itself, you don't need a scenario that precise, especially for a first session.

Just make a front, exactly like it is in the book, and every so often, instead of describing the room to the players, ask questions about it. Seriously, on my second game of DW, my players made a riddle and couldn't figure out the answer, it was pretty great.

The whole game, from the GM's point of view, is about not sweating the small stuff. The evil wizard sounds awesome.

If you want an actual first session game, make a list of 6 likely monsters and start your session with the line "The vault's door closes behind you. There are evil forces at work in the Vaults of the Bat-King. What do you do?" And if they ask any questions about the environment, turn it on them, let them create your dungeon for you.

22
Dungeon World / Re: So, The Druid
« on: June 16, 2012, 10:23:49 PM »
Just GMed a game with a druid involved. The player was a newer gamer, still working on getting out of his shell and finding his creativity, but we had some pretty awesome scenes.

He was a halfling druid of the River Delta (halflings were a race of barbaric nomads), he absorbed a bear at some point too. Amongst the highlighs of the game were him falling from a castle wall as an Elk, and turning into a bobcat in midair to land safely (shame he failed!)

Also saw him as duck, an alligator and an anaconda (with which he tripped a stone golem using the moves "Constrict anything" and "Coming out of freaking nowhere")

My only comment on the druid would be his low damage. I felt like he was doing all of these cool things in combat but it didn't do much, and given the fact that the druid, at least at level one, seems, at first look, to be a fighty class, I feel like the class should get a D8 of damage. I know this can be achieved by levelling, but still, his damage felt extremely minor for most of the session.

23
The game by itself is not very well suited to 1 on 1 play (if only because bonds only affect PCs, and bonds are one of the nicer mechanics).

That being said, if two NPCs are fighting, the winner is whoever would win. By which I mean, without interference from the PC(s), you decide of the winner arbitrarily. Kill whoever would be the most interesting to kill, and that's that. It's all about the drama in the end.

The best way I can explain it is that the world is going to happen in a given way, following the "Grim Portents" of your front, unless the PCs get involved. In short, everything is pre-written except for the way the PCs interact with the world. They, by their mere presence, modify the outcome of reality.

24
Dungeon World / Re: So, The Druid
« on: June 14, 2012, 03:59:07 PM »
Can you cast spells (if you have access to them) while in animal form? I'm just curious.


25
Dungeon World / Re: So, The Druid
« on: June 14, 2012, 03:56:04 PM »
• Elemental Mastery seems too punishing to me—I would like more something like: on a 10+ you have full success; on a 7-9, decide: either you are harmed or you lose control.

Rereading it, I think I agree with that.

26
Dungeon World / Re: So, The Druid
« on: June 14, 2012, 03:51:35 PM »
Oh Sage, you guys think of everything!

/kissass_fanboyism

27
Dungeon World / Re: So, The Druid
« on: June 14, 2012, 03:39:35 PM »
My first reaction reading was to ask : Moves like what? I figure a small list of examples would be nice, if only as inspiration.

I took a few steps back figured it out with the great power of logic pretty quickly afterwards ("Oh, well, if you were a python, you would get, say, "Constrict a food item" and "Poison a food item"), but I still think a 2-3 examples available on hand would be a good thing (obvious animals coming to mind are a bear, a large snake and an eagle)

I'm gathering some people for a game on Saturday, I'll try to put some pressure on the people there to play the druid. Might also force-level the crew to third level, just to see what happens.

I don't regret the loss of spells. Makes the druid more unique, in my opinion.

28
Dungeon World / So, The Druid
« on: June 14, 2012, 03:23:10 PM »
The druid playtest just appeared on Kickstarter. What do you guys think?

I've never been much of a druid kind of guy. I voted barbarian. But I have to say, I'm pretty impressed. It's not what I expected (a spell list and such) but by the gods, I would play that druid and play it hard.

29
Dungeon World / Re: (AP) Hall of the Vampire Queen
« on: June 14, 2012, 03:10:36 PM »
In the troll fight, the wizard was invisible and not really willing to break his invisibility to start attacking, so he was staring at his sheet trying to figure out what he could do.

I suggested Discern Realities. I think that move is the biggest break from  traditional DnD and I feel like it's important for the GM to force him or herself to give unexpected answers. I mean if there's a troll in the middle of a fight, it's pretty obvious that one should look out of the troll, I feel like the GM needs to make an extra effort to give the player information that would give an advantage.

Also, I'd say nudge the players towards it once or twice, especially if they're being silent and trying to figure out a plan of attack. They'll catch on quick enough.

30
Dungeon World / Re: Initial thoughts after 2 days reading
« on: June 14, 2012, 02:00:53 PM »
Actually, Druid is on its way. It was one of the stretch goals on the kickstarter, and rumors say we should see the play book at some point in the near-ish future.

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