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Messages - skinnyghost

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16
Dungeon World / Re: Using CC Attribution: a suggestion to homebrewers
« on: December 04, 2012, 09:03:26 PM »
Fantastic idea.

This post is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/.

Pursuant to that: butts.

17
Dungeon World / Re: NPC counterspell?
« on: December 03, 2012, 11:16:14 PM »

... but I have to wonder, it may not always be possible to establish in the fiction before someone actually tries to cast the first spell at the counterspelling sorcerer.  It would be sort of weird if your chance of success casting at Zygon depends on whether someone happens to have mentioned previously that Zygon is good at counterspell! 


Teach them through hearsay.  Think offscreen.  Let them learn in stages;

1) magic can be countered
2) only some magicians can do this
3) zygon is a badass magician

and let them put it together.  You're allowed to be subtle.  If they don't put the pieces together and Zygon puts the kibosh on their magic missile action, well, tough cookies.

18
Dungeon World / Re: NPC counterspell?
« on: December 03, 2012, 05:25:56 PM »
My thought would be that you use your GM moves to establish it in the fiction, and then either the Wizard has to come up with ways to avoid or circumvent it or else it's Defying Danger or just not possible in the presence of an unhindered enemy.

Alternately, custom moves like "when you attempt to break the counter-spell" or whatever totally fit too.

19
Dungeon World / Re: Clarification of Self-Powered (Wizard Move)
« on: December 03, 2012, 02:24:08 PM »
So, you could do both - if a Wizard takes months inscribing runes and grinding crystals into the mortar as they build their tower, they create a permanent Place of Power. However, if they grab 30 minutes, some chalk and inscribe a pentagram on the floor of a taven room, then they create a "place of power" good for a one-off ritual.

Again, as is so cool in DW, it all comes back to the narrative and what seems appropriate.

Yep, exactly!  And the costs and dangers associated with each are going to vary.  Scale being what it is and all.

20
Dungeon World / Re: Future Plans
« on: December 03, 2012, 02:23:29 PM »
Hard to say, unfortunately.  We're going to need to determine scope, etc and we'll be starting that in January.  As soon as possible - I know it's a hot topic for a lot of folks and we're really excited to get going.

21
Dungeon World / Re: Future Plans
« on: December 02, 2012, 02:15:14 PM »
As far as official stuff goes, we've got a few things in the pipe due to the Kickstarter campaign;

- Juntu's Floating Ice Hell, an adventure by Jason Morningstar, Marshall Miller, Sage & Me
- the Barbarian, a new core class
- some kind of super effing awesome WAR supplement

after that, who knows?!  We'll probably take a little bit of a break from development to let the old batteries recharge, but I know there are a ton of ideas floating around in the Sage Kobold Hive Brain.

22
Dungeon World / Re: Villager level up class selection
« on: December 02, 2012, 02:13:00 PM »
The Villager is not exactly up-to-date for the current ruleset.  Once we're done all the kickstarter stuff, we'll probably take a crack at updating it.  THAT SAID, if one of our charming and talented forum dwellers wanted to take it apart and rebuild it, I am certain we would be more than happy about that.

Basically, we just don't have the time to dedicate to updating old free material just now!

23
Dungeon World / Re: Clarification of Self-Powered (Wizard Move)
« on: December 02, 2012, 02:10:55 PM »
The move, as written, is all of the above.

24
Dungeon World / Re: DW mentioned in "On the Table"
« on: December 02, 2012, 02:09:28 PM »
Ah!  That's fantastic, thanks for the heads-up!

25
Dungeon World / Re: Know-It-All
« on: November 30, 2012, 05:12:54 PM »
Something else to think about: moves follow moves follow moves.  Someone comes to Avon for advice and Avon doesn't know already?  SPOUT SOME LORE, AVON!

26
Dungeon World / Re: Just wanted to say thanks
« on: November 30, 2012, 05:12:30 PM »
Heart?  Warmed.

27
Dungeon World / Re: Literature for inspiration and guidance
« on: November 30, 2012, 05:11:33 PM »
Oh man!

Okay, so it's going to vary really wildly, because DW draws on so many sources for inspiration.  Any of the quotes in the book are there because, in some way, the book, movie, tv show, album, etc inspired a part of the game.  So any of that stuff is good fuel for the fire.

Specifically, for Fantasy Lit, you cannot go wrong with the grand-daddy of all recommendation lists, the mighty APPENDIX N.

Check it out here; http://www.digital-eel.com/blog/ADnD_reading_list.htm

28
Dungeon World / Re: Know-It-All
« on: November 29, 2012, 07:35:50 PM »
The +1 forward is only on the next roll, not carried throughout the battle, so there's that.

Also, consider that there might needs to be time and consultation and that the advice is only valid once.

As a GM, I'd stick to my principles and agenda here - you're totally in the right to show them the downside of their class (the Wizard has to pay a toll for all that knowledge) or ask and build on the answers - "why is your advice so supernaturally keen?  what price do you pay to access that magic?"

Also to consider, the Wizard doesn't have to say what's best for the party.  He or she can be a total sneaky jerk and tell them what he wants them to do, not what he thinks is best for them.  Then it's super manipulative advising, too.

I've actually never seen it become a problem in game, but I could fully see how, without some discussion, it might!  Let's continue discussing it, I'd love to hear folks' thoughts.

29
Dungeon World / Re: Silly Question ?
« on: November 29, 2012, 05:38:17 PM »
Most of the posts in the Additional Material section have links in them for download.

http://www.dungeon-world.com/blackmoore/

For example, the link is in the body of that post.

30
Dungeon World / Re: Help with Bonds
« on: November 27, 2012, 06:53:25 PM »
Easy as pie.  Tell everyone to write a single Bond at character creation based on the descriptions given, but instead of choosing from the list, tell them to write down their first impression of one other PC.

Things like;
"Xotoq is obviously a complete bad-ass."
"There's more to Ivy than meets the eye, I think."
"I need to get on Halwyr's good side, that guy is a creep!"

Then play as normal, replacing the bonds and adding new ones at the End of Session like normal.

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