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Messages - RenoGM

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16
Dungeon World / Re: NEW PLAYERS: I wrote a Beginner's Guide to Dungeon World
« on: September 12, 2013, 12:08:34 PM »
Something I've instituted at our table is having new Dungeon World players read this guide BEFORE reading the actual rules. I've noticed that the players that did this seem to grasp the game much quicker than those that went the more traditional route of reading the rules first.

Anyway, thanks for the hard work. It's really improved our game!

17
Dungeon World / Re: Players want a more Gameist Combat
« on: September 12, 2013, 12:06:06 PM »
From personal experience I can tell you that one of the down-sides to any turn-based system is that players pay less attention when its not their turn. In Dungeon World the players never know when they are going to act or react to something. They focus, they're drawn in, they are more completely engaged in what's happening in the moment. It took a while for the players at our table to embrace this but now they are always on the edge of their seats waiting to jump in when opportunities arise; in fact I'd say that nearly half the time my players are jumping in and not just sitting back waiting for me to "call on them" or for their turn.

18
Dungeon World / Re: How to make a bad guy really challenging?
« on: September 11, 2013, 11:52:15 AM »
Couple additional quick points:

1: Remember there are no "turns", have your bad guy act as often as you want (or as fictionally appropriate).
2: Dangerous environments can also force more dice rolls on the players.
3: The tougher the creature (or the encounter) the harder the GM Move.

I've even modified Basic Moves for really tough opponents. For example, Hack & Slash still causes damage to the PC on a 10+ (although I use a smaller amount of then the creature's normal damage).

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Dungeon World / Re: How to make a bad guy really challenging?
« on: September 10, 2013, 04:57:52 PM »
J. Trudel has some awesome adivce!

One of the things to remember when running a "badass" creature is to force the players to roll often; every time they roll you have a chance for another GM Move.
As an example the players in our group fought a demon-creature beneath an abandoned church the other night:

Opening Move (GM): The demon's unbridled fury unleashes a blast of hellfire throughout the room; everyone Defy Danger.
The fighter rushes forward and I remind him of the corona of hellfire that remains around the demon; Defy Danger in order to Hack & Slash.
By the time the fighter makes his first attack he has had to Defy Danger twice. In our scenario the fighter took 8 points of damage that ignored armor from the initial blast, but stayed on his feet (rolled an 8), then took another 7 points from the corona (rolled a 9) and was forced to choose between: take 5 more points but you may Hack & Slash, or get knocked prone at the demon's feet. Feeling like his bad luck was behind him the fighter made his attack (rolled a 8). He inflicted 12 points of damage but the demon's armor rating of 4 knocked it down to 8 (the demon required a sanctified weapon to bypass his armor; the heroes suspected this but the fighter was unconcerned). The demon struck back, d10+3 ignoring 3 points of armor; of course the fighter rolled a 10 and down he went.

These were the very first actions of the combat; no one else had even acted yet! I looked at the other players and said "Before Bael makes his Last Breath roll, what are you guys doing?" Of course the heroes had no idea that Bael actually did managed to take more than half of the demon's hit points, but by that time, they were already considering options of how to escape with their lives from this "badass" demon!


20
Dungeon World / Re: Players want a more Gameist Combat
« on: September 10, 2013, 02:23:32 PM »
I've noticed that in the campaign I'm running the players are giving more and more "tactical description". In fact it's becoming increasingly rare for one of the players to simply Hack & Slash. They describe all sorts of interesting movement, defensive and offensive techniques, and are frequently attempting to do something other than just HP damage when they attack. They are trying to pin, intimidate, damage limbs, blind, distract, disarm, push, corner, daze, etc. etc. The more they do this the more interesting the fights are becoming. As an added bonus I find that creatures need less HP because the general flow of combat is that the heroes usually try to gain an upper hand "tactically" and then strike a couple decisive blows against the enemy to finish it off. Awesome!

One of the things that I think helped my players embrace this kind of play was seeing me use enemies in the same way. Only occasionally do I simply inflict HP damage against players. Most of the time the heroes are getting placed in increasingly worse positions as the antagonists are "successful". Players get knocked down, thrown through windows, grappled, disarmed, caught on fire, loose control of their motor skills for a moment, dazed, made to look foolish, lured into a bad position; you get the idea. The other thing that helps is that I allow most anything to be attempting in combat so long as the players keep two things in mind:

1: If they are trying something that is specifically a Move that exists for another class, but they do not possess the Move, I don't allow it (don't want to diminish the abilities of those classes that have them as class Moves).
2: Repercussions of an action are based on the amount of risk involved. The more risk a character takes the more intense the outcome, for good or bad!

Just a few thoughts from our table.

21
Dungeon World / Re: How would you institute a "haste" or "slow" spell,
« on: September 10, 2013, 02:02:33 PM »
Other options could include:
1: Gaining Hold that can be spent to "act immediately".
2: Allowing the caster to use INT or WIS to Defy Danger against physical threats (sort of a time manipulation dodge).
3: Treat "Slow" as a Tag.

Just a few thoughts.

22
Dungeon World / Re: Players want a more Gameist Combat
« on: August 31, 2013, 06:24:02 PM »
This may or may not be of help but your players may like the FantasyCraft RPG a lot. It is a 3.0/3.5 based d20 game but the combat is a lot quicker and the classes are a lot more unique and customizable.

In my experience changing the fundamental paradigm of a game is always less effective than just changing games.

23
Dungeon World / Re: Universal character sheet
« on: August 30, 2013, 01:00:17 PM »
The sheet is perfect. I'm running a pulp adventure game and a fantasy game so it really helps to have sheets that are not genre specific.

24
Dungeon World / Re: 7-9 on Heal. What to do?
« on: August 30, 2013, 12:58:36 PM »
Something else to consider that I've done in my game.
Oftentimes when a character is attempting something and I feel like there isn't really any risk involved I don't have them roll dice. The other day when our cleric wanted to heal a couple of characters outside of combat I just had everyone regain 1d8 HP. No big deal.

In general if I can't think of consequences for a 7-9 or a 6- result, then why bother rolling? In DW dice rolling isn't really about success-failure but the "cost" of success.

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Dungeon World / Re: Universal character sheet
« on: August 29, 2013, 03:17:03 PM »
Thanks, this will help with the game I'm running this winter at DunDraCon.

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Dungeon World / Re: 7-9 on Heal. What to do?
« on: August 29, 2013, 03:14:24 PM »
Couple ideas:
1. Target of the spell heals but caster looses that many HP.
2. Nearby dead creature reanimates and attacks.
3. Nearby bad guys "detect" the presence of the divine spell (maybe they can even track the cleric by his divine aura).
4. Target regains HP but the wound really hurts, suffer a Debility (I am a real bastard GM).
5. The energies of the spell activate "something" (magical trap, weird effect, etc.).
6. The cleric's deity reveals something in a flash of divine insight (future danger, the death of the character, etc).

Just a few examples that have come up in my game.

27
Dungeon World / Re: This just in from GenCon...
« on: August 20, 2013, 10:57:28 AM »
Congrats!

I'll be running a lot of Dungeon World at the conventions I'm going to over the next year!

28
Good point Scrape.

One thing I've learned over the years is to stop having preconceived notions about a fight, especially when running Dungeon World. Monsters and NPC's are so easy to come up with on the fly that I could care less about how quickly a creature dies. Also, instead of focusing on how tough a specific creature is, I focus on the overall encounter. When I want the encounter to be more difficult I don't just throw higher stat monsters at the PC's. Instead I do things like; use more creatures, fill the area with hazards, crazy environmental effects, and forcing the PC's to focus on objectives other than combat itself (rescue or protect an NPC, stop a ritual, etc.).

In general whenever I want to up the challenge level of an encounter I force the PC's to make more rolls. I find that this is the "secret" of Dungeon World, the more the PC's roll dice the more potential moves the GM can make and the more difficult the encounter! My players have picked up on this and I've noticed that DW is the first game I've ever run where players stop and think for a moment before rolling the dice. In other games players tend to make check after check because oftentimes there is no price for failure; for example, six people making a Knowledge check to figure something out. If that happened in DW my group would never get to the sixth roll after I had made five "hard moves" against them!

29
When I'm running DW I don't use hit points for monsters/NPC's. I don't know that my system is very reproducable but here's what I do.
I consider the following when a character attacks:
- Weapon type
- Class Damage Die
- Player narrative of the attack
- Opponent's armor/toughness/abilities

From there I "follow the fiction". In general the better the player description the more "damage" a hit inflicts (damage being the way I describe the hit's effect). If the character does more damage on a 12+ (fighters) more "damage" is inflicted.

In my mind I basically think in terms of how many "awesome" (12+), "good" (10+), or "mediocre" (7 - 9) attacks a creature can withstand (most creatures can take a couple "good" attacks).  I also make sure that all "damage" is vividly described and has a "visible" affect on the creature. In general mooks and minions drop with a successful attack. Creatures on par with the PC's drop after 2 or 3 attacks. Big bads take enough hits to make the fight interesting but not so many as to drag an encounter past the point of excitement and into "lather, rinse, repeat".

Having said that, at the end of the day I ultimately make creatures as durable as they need to be in order to produce a fun and challenging experience for the players.

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Dungeon World / Re: About to start running...
« on: May 14, 2013, 11:25:24 AM »
I just started my first DW campaign a few weeks ago and for me the most helpful thing was to remind myself that whenever a hero was doing something, and there wasn't a specific threat directed at him, just let it happen. I've needed to break the old habit of asking for "success" rolls for things like spotting, getting into a position, making a simple climb.

Basically if you can't think of a good hard or soft move that could stem from the hero's action then just let it happen.

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