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376
Dungeon World / Re: My problem at being the GM
« on: August 21, 2012, 10:44:05 PM »
Matteo sounds right to me. My players sometimes offer up the move but sometimes look to me. When they do, I'm just like, "Yup, roll +STR for that Hack & Slash."

This discussion is kinda weirding me out, though, because I feel like there ARE stakes in DW. Sometimes I have to stop a player mid-roll because we haven't set the stakes of a Defy Danger yet. Is that wrong? I feel like it's sort of conditional, but there are definitely moments in my game when we define the stakes beforehand, and moments where the outcome is only announced after the dice hit the table.

377
Dungeon World / Re: Confused and need help
« on: August 21, 2012, 10:36:21 PM »
Think of it this way: you narrate the beginning of the NPC's action, but stop before the outcome is decided: "The ogre is swinging his club down at you." That's your threatening move. Then the player reacts: they can jump out of the way and Defy Danger, they can parry and attack with Hack & Slash. The player's roll decides the outcome of your NPC's action.

Sometimes the player has ignored a threat, or been forced to choose between two threats, like an archer is shooting at them simultaneously but they choose to Hack & Slash the ogre anyway. In that case, their roll determines the ogre's outcome but you might say that they take an arrow because they didn't try to hide or dodge.

Does that help? It helped me to think of it that way. Playing the game is very natural in practice, it's not as awkward as it might sound.

378
Dungeon World / Re: Harm-Moves from AW
« on: August 16, 2012, 01:16:17 PM »
I considered using the AW harm move for a while, but then realized that it's uneccesary. The fiction should be dictating those things, and in my games a monster's attack is never just HP damage. Instead of rolling to "lose your footing," I use circumstance, like "the huge ogre tosses you like a rag doll and you slam into the ground for 8 damage. You're laying there, ears ringing, sword a few feet away."

It basically bakes the Harm Move right into the damage roll. My players and I love it (more so than AW, even) and as previously mentioned, it keeps combat fast-paced.

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