Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Archangel3d

Pages: 1 ... 4 5 [6]
11. The crowd roars with approval as the heroes are shoved towards the headsman's block, the executioner's axe glinting in the sunlight as confetti floats past like multi-colored snow.

12. With the splintering of timber the long-house is torn in half by the earthquake, the heavy snowstorm howling in through the shattered walls. As the support beams below snap, half of the long-house groans and tilts over the side of the cliff. The shaman of the Frozen Teeth have struck again.

13. The body of the green knight, defender of the town, crumples to the sand. "By order of the All-Seeing Exarch and by the sacred rites of combat" cries the victorious bronze knight "all in this town are the property of the Enlightened Empire." The soldiers move in to strip people of their weapons and put them in chains.

Apocalypse World / Re: Gigs and how they work
« on: May 12, 2013, 07:00:25 PM »
Juggling is rules terminology, since there's a value called 'juggling'. It's simple, yes, it represents pretty much what it sounds like – how many gigs you can juggle – but writing it like 'You get 2-juggling' and 'choose no more than your juggling' implies it's this whole secondary stat, at least if you come from more rules-complex games.

But yeah, it doesn't do anything else, just caps how many gigs you can choose to work on at the same time (juggle).

Yeah I finally clued into that... I have no idea why it isn't just written like "You can perform up to 2 gigs at once". The way it's written does feel like it was intended as a stat or deep system. Funnily enough, as Benhamill mentions, other "tighter" rules systems have had an effect on me, but in my case, it's Magic the Gathering. ("Juggling" feels like a keyword, yet it only appears once).

Apocalypse World / Re: Gigs and how they work
« on: May 12, 2013, 12:23:04 AM »
Awesome, thank you both for your replies.

Hankle, thanks for the example, gives me a solid idea of how to run things.

Apocalypse World / Re: Gigs and how they work
« on: May 11, 2013, 11:24:32 AM »
To follow up on that; Operator mentions "your crew" in crew/contacts. Does the Operator get a crew automatically? How many people?

(Sorry if these questions seem obvious, it's just that reading through the playsets and rules seems to assume I already know the terminology like Juggle and such.)

Apocalypse World / Re: Gigs and how they work
« on: May 11, 2013, 11:05:32 AM »
Ah I see so gigs are specific to the Operator. Good to know!

Apocalypse World / Gigs and how they work
« on: May 11, 2013, 01:43:08 AM »
So I decided to try out AW after an extended stint with Dungeon World. There are a few concepts I'm having trouble with, but the biggest one right now is the idea of Gigs.

Perhaps I just didn't read the rules well enough, but I couldn't seem to find any information as to what Gigs are; the rules text seems to assume I already know. Is there a section that lays out how they're supposed to be used, how long they take, etc? And/Or would anyone have an example of how a Gig being used would look in play?

Much appreciated!

Dungeon World / Re: varying difficulties of similar tasks
« on: April 20, 2013, 07:13:27 PM »
You can increase the difficulty by having an extra opportunity for failure. In the case of the fey, it's using mind-affecting magics, illusions, glamours and supernatural charms to ensnare the thief. So before the thief can even suss out the truth and Discern Realities, he has to avoid falling prey to the mind-trap; i.e. Defy Danger using Wisdom (the danger being getting glamoured).

Dungeon World / Re: Rules Question
« on: April 16, 2013, 11:17:16 PM »
Describe the urchins surrounding and begging. Play out the scene without mentioning the theft.

The next time the players make an appropriate failure or partial success, reveal something small important that was stolen by the urchins. This works particularly well if the action that was failed/partially succeeded required the player to get something out of their bag: lock picks when opening a door, money pouch when trying to parley or carouse, etc.

Dungeon World / Re: Low fantasy/magic?
« on: March 23, 2013, 02:51:18 PM »
One option for Cleric spells is to keep the descriptions super subtle, to the point where you're never sure if it *is* divine providence or merely chance. For example:

Guidance: Sunlight through a cloud shines in the right direction, wind blows leaves or dust in a certain pattern, a flock of birds swoops overhead in a direction, etc. The idea is that these are things that the faithful are interpreting as divine guidance.

Cure wounds: Doesn't close cuts or remove bruises. Instead it's a prayer that fills someone with the divine fervor, the confidence and zeal to keep fighting long after they should have passed out from pain.

Animate Dead/Resurrection: There are countless 'almost dead/thought dead' miracles. It's why we have wakes before burying people.

Some stuff doesn't quite work, like Light. You can remove that entirely.

Otherwise make sure the effects of clerical magic are delayed, fickle, and subtle to the point of being completely dismissable as chance/natural phenomenon.

Dungeon World / Re: Treasure rule for groups of monsters
« on: January 24, 2013, 11:45:44 PM »
Honestly I just glazed over the part with the treasure tables; I had no idea they existed until this thread made me go back and look again. :P

Dungeon World / Re: Cure Light Wounds: A Problem
« on: January 19, 2013, 09:45:42 AM »
Good idea with the "attracts another spellcaster who is farther away to come hunt them"!

For my part: the wording is "you draw unwelcome attention or put yourself in a spot."

"Put someone in a spot" is one of the most versatile and potentially crippling Moves a DM can do. I know I have often underplayed such an opportunity. To quote the book "A spot is someplace where a character needs to make tough choices. Put them, or something they care about, in the path of destruction. The harder the choice, the tougher the spot."

A few ideas:

- "The spell works, but the amount of healing it had to do will drain the target rapidly, making them ravenous. The target will have to consume 3 Rations or they will gain the Weak (-1 to Str rolls) Debility." (A rest-time is a perfect time to make them Use Resources)

- "As you try to heal your ally, you feel that there is a seed of guilt and sin (past or present) in them. It will weaken your healing. They will gain half the heal amount unless they confess to you the guilty secret and gain absolution". (Character building!)

- "Your healing has attracted the attention of Death. The target gains an Ongoing -2 to any Last Breath rolls they might make for the next day." (Could be nothing, but they'll be even more scared of dropping to 0.)

- "The [injured limb] is too badly damaged. Choose to either restore the limb and be unable to heal the target again until you next Make Camp, or bind and splint and immobilize the limb, making it useless until you next Make Camp and restore HP instead."

Dungeon World / Re: I am the Law
« on: January 07, 2013, 08:13:58 PM »
Ie #1: Paladin go to lords house and tell:

I am Paladin of Blablabla, give me your money!

Said like that? No.

Also; a lord would have friends within the local religious authorities; even if the Paladin worded it better ("By the power of the god of XYZ and in the name of their most holy temple, you are hear-by convoked to bring forth the material wealth of this Household in aid of a righteous and ordained cause.") the lord would delay/make excuses/flat out lie and pay lip service to placate (social equivalent of fleeing) or aquiese and then go complain to the paladin's superiors (the social equivalent of an attack). Complaining to the paladin's superiors is a big one; part of "Being the Law" means that you must function within the law, and are too subject to the law.

All in all: not very Paladin-like, in general, and even if it is, it will have social consequences.

Ie #2: Paladin interrogate a prisoner:

In the name of Blablabla, tell me all what you know!

This is much more stable footing, and probably quite accurate. Most weak-willed people would indeed fold to the Paladin's demands; the Paladin has the weight of an entire military-religious organisation behind him, plus wields the power of a god like a weapon. He has presence, inspires awe and dread.

Ie #3:

I am Paladin of Blablabla, we really did this (killed a Dragon, where not), accept this as true.

This would be abuse of the Paladin's organisation and defamation of their divine authority. It may very well work. But ultimately, news will get back, people will find out the paladin is a fraud, and not only will it destroy his reputation, it will also weaken the influence of his organisation and cast a poor light on the religion as a whole.

A paladin acting in such a way, especially in the first and third examples, is asking to be branded a heretic, hunted down and beheaded by a loyal paladin.

Dungeon World / Re: Running Chases
« on: January 04, 2013, 09:03:58 PM »
The thing is, a chase is never a flat-out race. You have to look to the danger. Find the danger, and you'll find the challenge. Often these will require Defy Danger to overcome, but not always.

Think about what intelligent humanoids would do to prevent people from catching up, think about the dangers the players could face during their chase:
  • Danger of Getting Lost: Could be a labyrinth, a series of caves, the back-alleys of a major city, the twisty paths in a dark forest. As long as the prey knows the terrain better than the PCs, they can lead the PCs on a merry chase and lose them. Usually the players will Defy Danger using Int to keep track of them and not loose sight of them, but one could also Spout Lore about shortcuts, and a Ranger can make great use of his Tracking
  • Danger of Getting Hurt: Could be traps the humanoids know about that the PCs don't, could be collapsing ceilings, dislodged stacks of barrels. Anything that will injure the players, whether its the prey's doing or just something happening at the same time. The players will have to dodge or plow through these dangers, Defying Danger with Strength or Dexterity, though creative spellwork could also come in handy.
  • Danger of Getting Bogged Down:This might be a bridge the prey cut/burned behind them, a dense crowd getting in the way, a bunch of tangled roots and brambles, rising waters, etc. This is especially useful if the enemies are more adept at navigating the terrain than the PCs (i.e. chasing lizardmen in a swamp or thieves in a busy marketplace). Defying Danger with Strength or Constitution would be called for in most cases, though Charisma could be used in the case of crowds, as the Paladin's I Am The Law to get people to get the heck out of the way.

There are surely other dangers, too. The point is, it's the GMs job to provide challenges/dangers, to antagonize the players. A flat-out race over a straightaway is gonna be dull. A clambering, weaving and barreling chase through narrow, winding city streets, under carts and over fences and through crowds while crates are dropped and pack animals are untethered to stampede in the street... that's a chase.

Dungeon World / Re: Critique my spell list [Technician class]
« on: January 03, 2013, 06:59:43 PM »
Interesting concept, certainly. I'd say your spell list offers interesting possibilities but might be a bit fragmented. For example, Capture Sound, Destroy Sound and Noise all seem to want to do the same thing; sound manipulation. Perhaps a single level 1 spell:
"Choose up to 2 of the following list. The Machine:
  • Eradicates sound. Creates zone of silence. Does not impede other functions of this machine (Record sound, Play sound).
  • Records sound. Remembers any sound or voice it hears.
  • Plays sound. Either a generic sound or a pre-recorded sound.

A couple of new Automatic Operations might be in order (3 seems to be the norm) 'Purify Matter' is a good candidate; as its equivalent Cleric level-0 spell also makes the food/water Holy. Perhaps a mechanical version of the Wizard's 'Unseen Servant' for the third?

All in all, good stuff.

Dungeon World / Re: Bargains with Death?
« on: December 07, 2012, 12:53:38 AM »
I've been trying to come up with personalized Death encounters for each of the characters:

- Homeless Ranger with ugly dog companion: The dog curls up against the Ranger's body, and shows up at the gates of death's realm uninvited. Death says "normally the souls of animals mean little to me, but the loyalty here shines like a jewel. Only one of you need step through the gates to my realm, and if you tell him to, he will go in your stead."

- Scrawny, runty Amazon fighter wanting to prove herself to her tribe of huge, powerful Amazon warriors: "Your place at the table of your ancestors is taken by another of your tribe. However, should she die in shame and cowardice, then that place would be yours instead. If you fail to gain her seat, however, then your soul shall be tormented for all time."

- Hedonistic Bard, always looking for cheap thrills and pleasures of the flesh: "You sought to 'live life to it's fullest', yet here you are. Obviously you were doing it wrong. If you wish, you may return to life and try again. Perhaps you just didn't live hard enough. So your desires shall be multiplied five-fold. You will need to eat five times as much to feel full. You will need to drink five times as much to slake your thirst. And as for pleasures of the flesh, well let us hope you can hire a whole team and schedule a day or two to get any real satisfaction or release."

I don't yet have anything for
- City Druid spy/infiltrator
- Knowledgeable, treasure-hunter-for-hire Rogue (a la Indiana Jones)
So if anyone has any suggestions, I'm open :)

Pages: 1 ... 4 5 [6]