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Messages - noclue

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31
Yeah, I would say 5 is a bit too bloated to be optimal. Six or more and the game would suffer too much for me.

32
Dungeon World / Re: Noob GM question about too concrete player moves
« on: August 05, 2016, 03:41:42 PM »
Always glad to help! ;)

33
Dungeon World / Re: Noob GM question about too concrete player moves
« on: August 05, 2016, 12:03:01 AM »
Well, okay. From a theory perspective, players should try not to describe their characters doing things that aren't possible. If they make a mistake, the GM can point out their error and wait patiently while they correct themselves.

If the player says something that they expect to be routine, "I put the ladder against the wall," the players narration stands unless there's some reason that there action might not succeed or some information about the world that makes the narration invalid. "Well, as you go to grab the ladder, it transforms into a snake and tries to drive it's wicked fangs into your forearm. What do you do?" Or, "As you're carrying the ladder to the wall, it explodes in a cloud of smoke and debris. Through the clearing haze you see a dragon coming right for you. What do you do?" Or, "Unfortunatly, the ladder is too short to reach the rafters."

34
Dungeon World / Re: Noob GM question about too concrete player moves
« on: August 03, 2016, 10:38:10 AM »
Would that new move add to your game experience? Why?

35
Dungeon World / Re: Noob GM question about too concrete player moves
« on: August 03, 2016, 03:10:59 AM »
It's a fair question. The move Volley triggers whenever they take aim and shoot at an enemy. In the example, it seems like the player's description of the character's behavior satisfied that requirement. Seperately, the players definitely do not have the authority to decide that the orc has died, at least without the GM doing something like asking them a question about it.

Quote
It’s a conversation between the players and the GM—the GM tells the players what they see and hear in the world around them and the players say what their characters are thinking, feeling, and doing. Sometimes those descriptions will trigger a move—something that’ll cause everyone to stop and say “time to roll the dice to see what happens (Page 13).”

How can something cause everyone to stop and say "time to roll dice" if players can just describe the orc dying?

Quote
The players have it easy—they just say what their characters say, think, and do. You [the GM] have it a bit harder. You have to say everything else (Page 158).


36
Dungeon World / Re: Noob GM question about too concrete player moves
« on: July 28, 2016, 12:09:01 PM »
The move Volley does not say "when you shoot someone in the eye." It says when you take aim and shoot at an enemy at range." The player is clearly aiming and shooting, so Volley seems appropriate, but the player does not have the authority to decide where arrows go. They can describing shooting for eyes. They even describe in great detail how they see the arrow entering the eye in their imagination, but when the move is triggered, a 10+ does not mean any arrows have entered any eyes. It means they roll their damage.

The GM is the primary narrative resolution mechanic in DW. Based on the results you may decide that they have indeed shot the Orc in the eye and killed him, but if damage isn't enough to kill the Orc, you would describe something else.

37
Monsterhearts / Re: Changing Highlights
« on: July 26, 2016, 12:02:05 AM »

38
Apocalypse World / Re: Brain Relay: Argh
« on: July 25, 2016, 11:58:29 PM »
Many of the Brainer moves explicitly say "Your victim has to be able to see you, but you don’t have to interact."

39
Apocalypse World / Re: Swapping out the sex moves with Secrets
« on: July 22, 2016, 01:12:03 AM »
Angel Secret
If you share a secret with another character, your Hx with them on your sheet goes immediately to +3, and any time afterwards, if they share a secret with you, they immediately get +1 to their Hx with you on their sheet. If that brings their Hx with you to +4, they reset it to +1 instead, as usual, and so mark experience.

Battle Babe Secret
If another character shares a secret with you, nullify the other character’s secret move if you also share a secret. Whatever it is, it just doesn’t happen.

Gunlugger Secret
If you share your secret with another character, you take +1 forward. At your option, they take +1 forward too.


40
Apocalypse World / Re: When do you reveal custom threat moves?
« on: July 20, 2016, 02:13:17 AM »
Quote
Make your move, but never speak its name. Maybe your move
is to separate them, but you should never just say that. Instead,
say how Foster’s thugs drags one of them off, and Foster invites
the other to eat lunch with her.

41
other lumpley games / Re: [DitV] Hidden PC Traits
« on: July 14, 2016, 02:26:15 AM »
Why is the player interested in not having the trait come out? It seems odd that she's gone to the trouble to take this trait, and then gone to the trouble to bury so deep. Does she or does she not want it to be part of the game?

To answer your previous question, When she brings that trait into a conflict, you're damn skippy I would be asking how she is being sadistic. You can't just go "I'm rolling my 2d8 sadistic into this conflict" and then not figure out what that looks like. What's particularly sadistic about what she's doing when she rolls that trait in? And, really, if you're just trying to get a dice bonus without having the trait actually affect play, I'd say she doesn't understand what the game is about.

42
The section you quoted is descriptive not prescriptive. No Shit Driver lists a bunch of basic moves and none of the special moves are listed. The move allows the Driver to add the car when doing something under fire, which is a basic move. The move Good In Cinch tells the Driver what to roll when doing something under fire, but they're still doing something under fire.

43
Apocalypse World / Re: Weapon Tags (Specifically "Slow")
« on: June 11, 2016, 12:42:19 PM »
Well, everything is situationally dependent in AW narration. Reloading sometimes means you just reload. Other times, it means that your standing in the middle of a bunch of goons with an empty gun.

44
Apocalypse World / Re: Weapon Tags (Specifically "Slow")
« on: June 11, 2016, 03:46:53 AM »

This above I find wanting, and would never do it in one of my games. An enemy getting a grip on your weapon feels like something that should happen on a miss, a hard bargain, or maybe the result of a 0-harm roll that triggers a problem. I'd rather pose the roll prior to denying them their action..

I don't know why. they took the time to reload. I just put them in a spot. It's not even a particularly hard move.

Quote
GM: Cool, but as you stand up, you see Millions charging toward you with this big fuck you machete. She launches across the hood of the car grabbing your gun in her other hand. What do you do?
Peaches: I'm just gonna turn the point of the shotgun on her and unload.
GM: Sounds like you're acting in spite of an imminent threat to me. Act under fire.

It's kindler and gentler to give them the option of seeing someone coming and choosing whether to act under fire. But, there's no "always give them a choice before you put them in a spot" rule. Sometimes, you just put them in a spot.





45
Apocalypse World / Re: Weapon Tags (Specifically "Slow")
« on: June 10, 2016, 06:56:53 PM »
As a direct quote from AW 1st ed. book "using it means the character has to take
specific action to reload or reset it before she can use it again.", referring to reload.

GM: Okay, Wisher's bleeding out from the shot to the gut. Bullets from Jackabacka's SMG are pinging off the car beside you. What do you do?
Peaches: I jump behind the car and shove two new shells in my shot gun, then pop up and draw a bead on the shooter.
GM: Cool, but as you stand up, you see Millions charging toward you with this big fuck you machete. She launches across the hood of the car grabbing your gun in her other hand. What do you do?

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