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 - Uzio Parp

Pages: 1 [2]
16
Dungeon World / Re: Chronicles of a Trollslayer (Near Future Campaign)
« on: April 17, 2013, 08:44:58 AM »
I'm so sorry! I can't see my own previous post!
I didn't delete it, that's for sure.
Grandma always told me not to misuse the Runes.
OR did I violate any board rule?

17
Dungeon World / Re: Rules Question
« on: April 17, 2013, 08:41:33 AM »
When you enter Artfuldodger Lane, a little horde of street urchins surrounds you; they pull your sleeves, asking for food ect.
Roll + WIS
On a 10+ you notice the little thief whose hand is just inside your pocket. What do you do?
On a 7-9 the little devil sneaks past his friens and starts to run. Chose one
 You cancel one use of something and let him go
 You can reach him but others can't. (separate them)
 You can reach him but the adults don't like strangers hurting their brood spawn little children (use resources)

Obviously, on a failure...

18
Dungeon World / Re: Chronicles of a Trollslayer (Near Future Campaign)
« on: April 16, 2013, 03:13:04 AM »
I think you'll have to rewrite the Deity move, in particular the domains. You can make two per element, or even three, ala Exalted (Ascendant, resplendent and descendant). That's a total of 12 choices for the player.
Maybe:
the fire that warms, the Fire that guides, the fire that burns
The Fount of Life, the Freezing cold, the All - consuming Abyss
ecc.
From the I-read-a-book-about-runes-once wisdom of Uzio Parp

The thing talker move of the druid (element talker) might be an interesting substitute for Divine guidance.
In general, the Druid - Cleric mix/multiclass is worth talking about with the player.

19
Dungeon World / Re: Question about alignment change.
« on: April 09, 2013, 11:45:45 AM »
one he has turned to a vampire
CRAP! That escalated quickly...

Ok, I see you have come out with a very personal game setting.
I can see a vampire as a honorable character. The evil cloak too, is something he may have started to wear reclutantly, or as an extreme measure. If not, it's a clear, steering decision towards the New Wave of Knightly Badness.
So, if I may suggest, why doesn't he try to become one of the gods? Maybe he must avenge his former god by executing his Slayer.
Or he can be contacted by a fourth, neutral godly Essence, who's in charge of maintaining the Balance.
Just my two cents.


About the questions, the parts really out of (new) character are the "Within the Law" and "Protect another". The others, IMHO, are still valid, and could contribute to make a well rounded anti hero.

BUT: which version of the Knight is this? I have one, WITHOUT the last two questions. Could youu tell me where to find the new version? Or is it YOUR take?

Thanks!

20
Dungeon World / Re: Question about alignment change.
« on: April 09, 2013, 03:33:15 AM »
It depends on what happened in the story.
You could change the wording "Evil" with "Good" or better, "Any - enemy - of - mine", but it's too general.
What are these evil acts?
Is the Divine Patron Angry? How has He/She made it manifest?
Has the Paladin lost his powers (I suppose not)?
When this is all clear and explicit, you could make up a Compemdium Class, much similar to the Paladin, but geared towards your game.
If the Paladin becomes like an "Agent of Evil" (Stormbringer), you change the Quest move into something more focused (Slay - Steal - Destroy...), as he roams Dungeon World to quest in favor of his new master.
If the Paladin is just disgraced, he simply loses the move, gaining another; maybe a third version of Quest, in which HE is the power behind his inner strenght (like a Ronin).
Assuming the evil deeds were a choice of the player, you should not make the change sound as a punishment:
"Paladin, you fell from grace, SO you become this super cool Antipalaldin, hated and despised by you former peers. What do you do?"
Maybe this is a decent example of how to snowball things in the game, to keep it moving.

21
Dungeon World / Re: rule question about invisibility
« on: April 07, 2013, 05:14:47 AM »
http://apocalypse-world.com/forums/index.php?topic=6079.0

this is another thread about the topic

22
Dungeon World / Re: Death Knight and Shadow Priest?
« on: April 01, 2013, 04:57:25 AM »
The Death Knight is a Compendium Class from the sourcebook Number Appearing.
You can use that.
Someone posted the link to the "No Art" version of Number Appearing.
Since i'm the last of the non -WoW-ites, I can't say anything about this Shadow Priest.
My only advice is: try to go for some PFRPG (Palladium fantasy roleplay game OR Pathfinder Rolaplay Game) and convert some of the similar classes present there.
On this board you can find a lot of conversions to get the idea right.

23
All those ideas are great, but some seem (to me) unattached to any event in the next few hours/days. I assume that your preparation takes into account ANY choice the players will make?
That is, the moves should catapult the PCs INTO the initial situation of the adventure, eliminating waste of time. IF YOU THINK these moves will do it, no problem (I know nothing about this part of your prep).
If the Paladin chooses the string of coins, and the Warrior chooses the anti venom, how does this help with the one-shotness you need?
If any of the pieces above seems essential to you, you can always state:
(e.g.) Paladin, you get [this] or [this]; then ROLL + CHA: ... ... ...

Also, but not as important, I'd have the players roll on the Primaris stat, or else Tymmy the Cleric will say "Noo! STR is my dump STAT...Nooo!"

24
Dungeon World / Re: Dungeon World Books (Canada)
« on: March 28, 2013, 03:23:11 PM »
Hi,
You could simply contact the interested guys who PMd you for the prices set in the first post ($25/$40), with specifications for shipping and such, and THEN use ebay for the rest.
If you don't want a bidding war, I think you're free to NOT make it an auction ("buy now", I figure).

25
Dungeon World / Re: Invent new Spells
« on: March 27, 2013, 04:47:06 AM »
And so, when I finish the ritual, I've got a new spell added to my book. It's not exactly what I wanted, but such is the way of mageshido. Right?

Thanks a lot!

26
Dungeon World / Re: Invent new Spells
« on: March 26, 2013, 03:31:13 PM »
Please can you explain "create and learn custom spells through ritual?"
How is it done?

27
Dungeon World / Invent new Spells
« on: March 26, 2013, 06:20:39 AM »
Hi, what if I want to Lightning Bolt someone, 'cause I hate Fireballs?
Or do Evan's Spiked Tentacles of Forceful Intrusiontm?
I mean, spells not covered by Ritual Magick (which IS useful even in combat, sometimes).
Is it more fun/balanced to change the color of a spell, or to tweak an existing one and add it to the spell book? Or SWAP it?
Say, i find the super - uber - pure - crystal of the tempest (magic item) and it teaches me the Lightning Bolt spell, which is like a fireball, but add stunned on a 10+ AND may bounce back on a 7-9 (or miss).
Couldn't find a topic on the forum; it seems very strange. Am I the only one?
I swear, I DON'T want to do a Magic Ciclopaedia, with 1.5k spells.

28
Apocalypse World / Re: Playbook - The Hag
« on: March 22, 2013, 04:01:05 AM »
Man shut up and take my money...
Seriously, this is a very "transdimensional" playbook; as you say, it's not for all Aw games, but may well be used in a low fantasy Dungeon World setting, or in Monster Heart, as a substitute witch. That is, not to do crossovers, but as a base to tweak one's campaign towards a desired result (i.e., DW Low Fantasy, MotW 1800's, ecc.)
Thats what I do when I want to change a setting (or a rulesystem, in the early days), start from the PCs, their characters and the actual changes they want to be done to them.

Really, put this on Drivethru...

29
Dungeon World / Re: Dungeon World Books (Canada)
« on: March 20, 2013, 03:09:22 AM »
Hi, sent you a PM.

Bye!

Pages: 1 [2]