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Messages - nerdwerds

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46
AW:Dark Age / Re: Court Wizard - No Enchantments?
« on: September 08, 2014, 02:00:02 AM »
It's not.  The game effects that are awarded with the rights are separate.  Some people can try things and fail or not be ABLE to.  But in general we're not talking about those few rights that have otherworldly ability attached.
This thread was started about rights for enchantments which is a game effect according to your own definition, but which is also a supernatural power.
But.
All of the rights are game effects.
When a wicker-wise has "the right to be overcome by an oracular vision" that is a game effect in the exact same way that a Keep-Liege has "the right to impose law on the villages under the stronghold’s protection." One could be viewed as completely narrative, but there is a game effect in exercising either right just as their is a game effect for being denied that right. If a Dragon-Herald tries to be overcome by an oracular vision, nothing will happen. If a Dragon-Herald tried to impose law on the village under the stronghold's protection, nothing will happen (or maybe the player will trigger a basic move while role-playing the attempt).

47
AW:Dark Age / Re: Court Wizard - No Enchantments?
« on: September 08, 2014, 01:27:16 AM »
Every player can do ANY of the things that every playbook gives rights to do. 

That is incorrect.

48
AW:Dark Age / Re: Before play: counting the fallen
« on: September 07, 2014, 05:11:50 PM »
Even if the PCs aren't in a position to actually count their fallen, go through the process as players.

Does that answer your question? I confess I can't tell what you're asking!

The question could be rephrased as "Is counting the fallen a mechanical move that happens at the conclusion of every battle, or is it a narrative move that happens when the players' characters literally count the fallen members of their war company?"

But it sounds like it just happens at the natural conclusion of a fight, so maybe Counting the Fallen should read "when battle comes to an appropriate end" instead of "when you count your fallen"

49
AW:Dark Age / Re: war companies...
« on: September 07, 2014, 03:55:31 AM »
...i thought the war-captain would have a war company (judging by his name) but in the playbook there isn't a rule to allow him to have and create one (like the gangs in AW)...

I'm reading War Companies as temporary groups that disband before the end of a season and have to be mustered again. Or if you're mustering from different Peoples then it might reflect a temporary alliance that ends when they have completed a war campaign or, again, at the end of a season.

It doesn't explicitly say that the War-Captain starts with a War Company under their command, but I also don't see why you couldn't have the War-Captain be in command of one starting out - as long as it fits in with the fiction and doesn't artificially swell your People numbers.

I recently started watching Vikings and mustering troops is exactly what Ragnar does in the second episode, but by the fifth episode Ragnar is clearly no longer in command of the company as the men have all returned to their families and households are readying for winter... which leaves Ragnar vulnerable. If you're reading this then you should really put Vikings on your list of things to watch!

...then the company gets its War from the majority or largest fraction.

I find the wording for that confusing. I think it needs to be more explicit because I'm just going to default to using the highest War rating and then maybe adding +1 if I think there are 30-59 warriors or +2 for 60+ warriors (because I can't get the number ratings for gangs in AW out of my head).

50
AW:Dark Age / Re: Before play: counting the fallen
« on: September 07, 2014, 03:54:34 AM »
I would also like to know the answer to this question.

51
AW:Dark Age / Re: Created Peoples
« on: September 04, 2014, 09:59:34 PM »
Quick sidenote:
I've been having a discussion with one of my players on the nature of gods within Dark Age, we were discussing the possibility of having a Gods sheet similar to the Peoples sheet. But since People creation involves the choice "they worship the same god...which others do not" then I thought the Peoples sheet should simply add the question "what do they hold sacred?" as part of the creation process. This is why under language I included "what they hold sacred"
We plan on ignoring history so have no plans for touching on real religions within our group's playtest.

52
AW:Dark Age / Created Peoples
« on: September 04, 2014, 09:58:29 PM »
I'm curious to see what other Peoples playtest groups have created so this thread is for posting People Creation details.

I'll start, this is my attempt at making some stereotypically old school D&D druid villagers:
the Munii
Defined by their displacement from their homeland by the Empire of Eagles and scattered to many areas.
They look tall and fair-skinned, with muddy-brown hair that they keep loosely cut or tie back with simple ribbons, and typically wear simple clothes without ornamentation or unnecessary coloring.
Known for one prominent and large family who settled along the river in this region and built a village where their descendants now fish and hunt and only trade with those who prove themselves worthy. They are ever vigilant against monsters, their ruthlessness is matched by their great beauty, their sorcery and enchantments as well as their marvelous feasts are envied.
They speak the Nymenian language and hold the brutal cycle of nature sacred by worshipping spirit animals, especially predatory beasts such as wolves and bears.
Numbers: 50 souls in 6 households with 8 warriors.
+1 Rites
+0 War
+1 Wealth
Notables:
Etzial, 3 in single combat, Aspires to hospitality and loyalty, Conscience allows her brutality, armed with bow & arrow (4 harm at range) and a hide coat (+1 armor)
Ataun, 2 in single combat, Aspires to honor, Conscience allows him brutality and vainglory, armed with axe (3 harm) and a hide coat (+1 armor)
Rast, 1 in single combat, Aspires to courage, Conscience allows him lying and robbery, armed with knife (2 harm) and a leather helmet (+1 armor)

53
Apocalypse World / Re: Five Conversational Hypnosis Tools For AW MCs
« on: September 04, 2014, 04:46:21 PM »
Now I have some things t add to my custom MC trifold. THANKS!

54
AW:Dark Age / Re: When and What
« on: September 04, 2014, 04:39:32 PM »
The way I understand it: the playtest is out there and people will provide feedback and questions regarding it, when the feedback and questions stop being useful then the first playtest has ended and either another will be scheduled (repeat as necessary) or the game will be ready.

55
AW:Dark Age / Re: Denied right
« on: September 03, 2014, 04:25:20 PM »
One of the Keep Liege's rights is "you have the right to impose law on the villages under your stronghold's protection"
One of the War-Captain's rights is "you have the right to wage war as you see fit... without the liege's direct order"
Let's say the War-Captain goes to muster warriors and invokes his right to wage war against one of the villages the Keep Liege imposes law upon, but the Keep Liege commands the warriors of the stronghold to disobey the War-Captain, maybe dice are rolled, maybe they aren't.
Two outcomes can occur, either the warriors do not follow the War-Captain or the Keep Liege's laws are ignored.
In either case, one of these characters is "denied their right" which basically acts as a move that allows you to accept it, complain, or fight for your right. Right?
Denied Your Right (my interpretation in brackets)
When someone or something denies you your right, choose 1 of the following.
• Declare that you accept this injustice with dignity. (accept it)
• Declare that you are accursed and wronged, and bemoan your fate. (complain)
• Declare that you will forgo your right in return for __. If the MC or the other player cannot or does not grant it, choose another instead. (fight)
• Declare that your god or gods are outraged. (fight)
• Declare that you will not rest until your right is vindicated. (complain, fight)
• Declare that the MC or the other player should reconsider, or else you will hold it against them. (complain, fight)

So really, denied your right seems like a prompt to justify either an immediate resolution or an ongoing conflict.

56
Apocalypse World / Re: "The Solace" Playbook is ruining our game
« on: September 03, 2014, 04:19:55 PM »
Oh yeah, here's another thing: disarming presence doesn't stop snipers.

57
Apocalypse World / Re: "The Solace" Playbook is ruining our game
« on: September 03, 2014, 04:19:06 PM »
I'm surprised nobody mentioned this, but disarming presence doesn't stop all violence, just violence committed by NPCs, and only if the roll isn't missed. No single move can dictate what the players do, that's why hypnotize doesn't allow the one player to control another's actions.
The moves says "On a hit, no one present can commit violence while they can see you or hear your voice. On a 10+, furthermore, if any of your fellow players’ characters leave the situation peacefully, they mark experience as well." That is clearly putting the player's characters outside of the hit result. No one present can commit violence, and if other players go along with it they get xp.

We have a character in my game who uses disarming presence all the time, and one other player looks at it as an opportunity to get the drop on NPCs, which means that disarming presence doesn't get used around him now. Or if it does, it's against an NPC they both want gone.

58
AW:Dark Age / Re: Using the maps
« on: September 03, 2014, 03:18:53 AM »
Not sure how they're supposed to be used, though!
The same thing was brought up on G+, because the blank maps remind me of the province layouts in Birthright I suggested the following:
If you're drawing a region of terrain, think of every "box" as a province or a plot of land that a single person or keep or household controls and lords over. If you're drawing a town, village, or city think of every "box" as a block and the lines as streets. Of course, you can draw over lines on either kind of map, combine multiple "boxes" into single areas, or ignore the lines altogether and just draw over them.
Very old cities did not have regular city planning, and buildings and streets just sprang up as needs arose. Take a look at the center of London and you'll see the same kind of odd patterns with many of the major (and ancestral) roads.?

59
AW:Dark Age / Re: Denied right
« on: September 02, 2014, 03:00:14 PM »
It kind of sounds like a game mechanic that addresses the players' relationships. Right?

60
AW:Dark Age / Re: A bunch of questions and a comment
« on: September 02, 2014, 02:59:23 PM »
4) Good answer.

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