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Messages - Gregor Vuga

Pages: 1 [2] 3 4 ... 8
16
Monsterhearts / Re: The Mortal
« on: February 02, 2011, 10:52:32 AM »
Sookeeh!

I really want to try this out.

17
Sagas of the Icelanders / Re: Yeah?
« on: January 27, 2011, 05:46:49 AM »
The get into a fight move also seems to be missing. Apparently a Shieldmaiden can get into a fight like a man, but there's no other mention of the move. There's the one about fight with your weapons and armour but that seems like it would modify a move, not actually resolve a fight.

Is there a missing move, or has get into a fight been renamed?
Yes! Those are both the same move. My bad.

@Matteo
1."mark a child with the gift of sorcery" is a purely fictional move and you are left to interpret it as you will. Not all advances in SotI have obvious beneficial effects, they're more of a pacing mechanism really.
2. Not intentional. It's an oversight on my part. She needs an extra move.
3. Yes. Everyone can inflict harm as established, by cutting your throat while you're asleep for example. You can also trade harm for ham (again, as established). Otherwise if their enemy is fighting back (get into a fight) women are in a bad position, because they don't have a basic fighting move, which gives men a definite edge. At least that's how it's supposed to work.
4. Correct, there is no counter. I wanted to see if I could get away without "hitpoints". "It doesn't get better" from the Harm roll is, again, a purely fictional move...it's very much like when you roll 20 fallout in Dogs.
The "heal 1 harm" bit is a leftover from the earlier draft, again, my bad.

Thanks guys, this is helping a lot.

18
Sagas of the Icelanders / Re: Yeah?
« on: January 26, 2011, 02:21:50 PM »
Thanks!

Yeah, I noticed that one. It's funny how you always notice a bunch of mistakes only after something goes public.

So far I've noticed:
-a large chunk of the Bonds text is missing
-the Free Man's title font is too small
-the Free Man's highlight circle for Wyrd is borken
-the Shield Maiden and subsequent playbooks have a slightly different alignment than the previous ones
-there is an empty page between the basic and peripheral moves (p.18)

19
Sagas of the Icelanders / [old, ignore this] Yeah?
« on: January 26, 2011, 01:08:14 PM »
Yeah!

[link redacted]

I bandied things about a lot, went back to my original notes, tore it down, went back to the first published draft, kicked things a bit and here it is.

To be perfectly honest not much has changed from the previous draft. I certainly expected to change the fight move, but it's still the same. I think all the playbooks are pretty settled now and I think the doc has everything you need to play. If anything is wrong, confusing or missing let me know.

I expect a bunch of moves to get trashed or changed as actual play shows them to be boring or broken, so if you get the chance to play please push it hard and see if anything breaks. I think the reward cycle is not as strong as I initially hoped but I could be wrong.

The layout is a bit balls. I'll fix it when I can.

EDIT: Crap, I just noticed a bunch of text regarding Bonds is missing. I'll fix it asap.

20
More thoughts is good.
When I first started the thread I was thinking of colour-first design, now I understand this a lot better, especially the distinction between c-f design and a c-f game.

Another question, Vincent or anyone. What would a setting-first game look like? Are there any in existence? I find it hard to think about.

21
Sagas of the Icelanders / Re: Sagas of the Icelanders
« on: January 11, 2011, 07:14:48 AM »
Most of the work is done for the playtest doc. Classess and moves are being rewritten and shuffled about a bit. I need to put them in some presentable layout, which I suck at.

I can't promise anything, but I think you'll be able to get it before the end of january.


22
Dungeon World / Re: Clarifying "Make a Stand"
« on: December 22, 2010, 12:40:57 PM »
What was the situation when the move was made? Where were all the goblins? What was happening, fictionally?

I think Dungeon World moves are more vague than Apocalypse World moves, but it's still the same basic system and that requires a fairly detailed, visceral description of the imaginary positions and events. You know, "to do it do it". How was the halfling making a stand?

It might sound pointless, but it matters in AW and I believe it matters in DW.

The outcome sounds fun and awesome, so if that's good, then it's good. But I probably wouldn't have handled it that way. First off, were all 10 of the goblins really nearby, so that he could defend against them? Were all 10 of them attacking him at the same time? In my opinion a move should rarely resolve a whole scene or conflict. I am not questioning your judgement, but I think this brings "Make a Stand" in perspective relative to "Hack and Slash".

As a side note I was talking to Sage about this move and I think there's definitely a problem with it. I think it's (amongst other things) because original D&D doesn't really have a "Constitution Move" and it's hard to reincorporate it.

Interesting topic.


23
No, no, you're absolutely right. It's not part of roleplaying as such, but rather the wider spectrum of human activity. It didn't occur to me at first.

I do think, however that RPGs, as a sub specie of cultural activity, are potentially pretty great tools for doing this.

Done and done.

24
brainstorming & development / Re: World of Conan
« on: November 20, 2010, 07:18:58 AM »
This sounds like a fruitful void kind of thing. If something is the core of the game, you can't just use it with one move. Instead break it down into little bits and sneak them into all the other moves and mechanics. Let it emerge organically.

Like, intimacy, loyalty, vulnerability and things like that are the core of AW, but there's no one single explicit "be close with someone" move. Just like D&D doesn't have a single "kill monsters and take their stuff" stat. Giving in to your blood is just part of the whole deal, don't worry about trying to encapsulate it into one move.

25
brainstorming & development / Giving away free hack ideas!
« on: November 20, 2010, 07:14:55 AM »
Just a poo-poo post.

I'd love to do these, but I have neither the time nor the appropriate level of knowledge of the source material...add any cool hacks you can think of but can't work on yourself.

1. Wizarding World
Harry Potter basically, you can do it during Voldemort's rise, for extra apocalypse. Wants: safety, power, secret knowledge, treasure, prophecy, loyalty, love
Playbooks: Muggle, Student (detail your house, by default your house has...etc.), Animagus, Professor of..., Half-Giant.
Moves: when you cast a spell, when you're close to someone, when you give in to power, when you speak to snakes,...
Stats: Heart, Brains, Ambition, Magic...

2. Dying World
Jack Vance, Dying Earth, blah blah.
One of the principles: Speak loftily
Stats: Witty, Charming, Sneaky, Dangerous

26
Apocalypse World / Re: The seed of the text blooming (or not) in play
« on: November 18, 2010, 03:13:43 PM »
I'm in this PbP game Chris is running right now. Were at 1.5 sessions, more or less (hard to say in an online environment), and at least one PC is badly wounded and another is at 11:00 right now (all due to PvP). It's crazy.

27
brainstorming & development / Re: [The Regiment] Doing Your Part
« on: November 10, 2010, 04:15:13 PM »
Damn, you guys are reading my fucking mind.

28
Maybe this had been already discussed back in the day when the Big Model was being created, I don't know, I never read all the threads. Vincent, shoot me down if I'm flying in the wrong direction.

It's not a big deal, really, it doesn't change anything about the BM at all, it just another element to exploration. Or possibly more elements.

Specifically:
-Myself and
-People (aka real, live human nature)

Or does that fall under some other part of the Model? Cause to me, these sound like pretty legit elements of Exploration.

Many many years ago, when we were still teenagers, most of my friends were playing these super efficient cool dudes. You know, trenchcoats, glasses, katanas. That kind of thing. Me? I did that for a while, too.

And then I played a woman. And an old man. And a little girl. And an ugly fat bastard.

So, I guess you could say it was an exploration of Character, to a point. But I remember distinctly, that for me, a big part of it was to challenge myself "Can I play a female? How do I feel about that?". I dunno. Is it a legit element?


The other thing, people. You wrote about "live human nature" in your three insights, as part of design, but that happens in play, too, yeah? I'm not just talking about characters in the game (exploring "real" human nature through the interplay of situation and character etc.) but about exploring social dynamics, the people that we play with. If I do this, will they be shocked? How far can I go with this description? If I make this happen, will they think it's cool? And it's not just about the game and the way we play, and test all these little boundaries (set by Agenda?), it's also getting to know the people you play with. Realizing your friend is making the same character over and over and what does that mean? Figuring out what pushes someone's buttons?

You mentioned that in Dogs, too I think. Getting to know a side of your friends you didn't know before. Maybe Poison'd says a lot about people you play with, too? Or not?

A person playing out a specific fantasy is covered by Right to Dream. But getting to know that person, through that fantasy of his, that could be exploration? Or is it outside the scope?


29
Sagas of the Icelanders / Re: Sagas of the Icelanders
« on: November 04, 2010, 12:05:58 PM »
Me too!


Anyway, I've been out of the loop for a while, but this is definitely happening!

Expect a pdf soon-ish. In this context "soon-ish" might mean anything from a week to a couple of months, probably no more than that. But it's coming.

After the pdf hits the web, I want to do a PbP game, probably on Snail's pace. I'm taking early applications now. No more than six people please.

30
other lumpley games / Re: STTW and Enforcing Play
« on: October 26, 2010, 08:53:48 AM »
Double post. My bad.

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