questions on beta

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questions on beta
« on: July 04, 2012, 01:42:29 PM »
For some reason I thought it would be a good idea to run DW via pbp. So I'm re-reading the beta in a panic now that it's real. Here are some questions so far, with probably more as I come. Feel free to link me to answers already given.

1) Anybody got a rule of thumb for distinguishing between defying danger using INT vs. WIS, or a handy definition of "mental fortitude"?

2) End of session: does everybody have to agree on the answers to the questions, or is it majority rules, or what? Argue till you have consensus? Anybody can veto with a single 'no' vote? Does the GM get a say?

3) Carousing: Basically, is "you" singular or plural? Does each person roll carousing separately? Does each person have to pay the coin separately?

Undoubtedly, more to come. Thanks in advance.

Re: questions on beta
« Reply #1 on: July 04, 2012, 01:57:11 PM »
1) Defy Danger, more than any other roll, is really reliant on a description from the player and an interpretation from the GM.  INT is about Defying Danger because you know something that's helpful or you were able to think quickly enough to avoid the impending badness.  Quick thinking, knowledge, sharpness of the mind.  WIS is about suffering the torment and living to tell the tale - it's about gritting your teeth and exerting your will.  Resisting torture, mental influence or terror are all WIS.

2) Everyone should generally agree.  If someone strongly disagrees, you probably shouldn't take the XP.  The GM should probably stay out of the discussion, but can remind players if they forgot something important or clarify as needed.

3) "You" is singular.  If more than one person is carousing together, that's one roll and someone(s) are Helping or Hindering using Bonds.

Re: questions on beta
« Reply #2 on: July 04, 2012, 02:00:40 PM »
1) INT is used when you have to think quicky, WIS is used when you have to have mental fortitude. As I would read it, when you have to resist mental influence (like in D&D any time you would make a Will save).

2) Good question. But usually all agree on the three questions or even I as a gamemaster decide. Hm... even though skinnyghost recommends the GM stay out of it.

3) You is singular, and everyone has to roll to gain the benefit, I'd say.

Re: questions on beta
« Reply #3 on: July 04, 2012, 02:21:33 PM »
I should clarify - I say that as GM not game designer.  I tend to stay out.  It depends on the group dynamic.  Basically, it's pretty straightforward and designed to encourage discussion, not limit XP gain.

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noofy

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Re: questions on beta
« Reply #4 on: July 04, 2012, 09:48:36 PM »
With Carouse too, make sure you dig a little deeper first so that you as a group establish the scene before you roll the bones! There is some good narrative stuff in there! The aid given by other players is full of fictional promise too.
'Oh yeah, I'm totally going to use my +1 bond with the wizard to help, I think he's too weak for dungeoneering remember? Especially after his near miss with the Guaraxx. I'll amble down to the Raw Prawn and pick up some androgenous, wacked out elvish escorts to liven up the party back at the tavern...'

Re: questions on beta
« Reply #5 on: July 06, 2012, 06:25:24 PM »
Thanks for the help. Now, as we inch closer to starting, I admit to being confused about the first session.

The first session chapter says I don't prep an adventure, and I don't create any fronts. I have ideas, and then I roll with it.

Does this mean that for the whole first session, there are no fronts in play, or no defined fronts, anyway? Or do I quickly make up an adventure front on the fly? Or does it matter? I'm happy to improvise, but I want to play the game as designed, and I can imagine being in a situation where I don't have "what my prep demands" to draw on or adventure front moves to make, and I might feel lost.

In addition to any "official" answer, I curious to hear what other people have done.

Re: questions on beta
« Reply #6 on: July 06, 2012, 07:07:30 PM »
There's no specific front looming overhead, but as you ask questions and build on the answers, the threats, targets, and wards of your players will make themselves apparent!  :)

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noofy

  • 777
Re: questions on beta
« Reply #7 on: July 06, 2012, 07:29:35 PM »
It depends on what you feel comfortable with. The game is designed to be flexible in this regard. The Bloodstone Idol for instance is a sample front and bunch of dangers and a dungeon map all prepped ahead of many a first foray into dungeon world! As many of the AP's attest, this works fine!

However, it does limit the 'sandboxy' approach that you can take if you come prepared with nothing but some daydreamed imagery and cool ideas that you may use.

Marshall has created some excellent Dungeon Starters that take a middle ground, giving you just enough impressions for the whole group to hang their chargen questions on and make sure everyone is on the same page fictionally speaking.

http://apocalypse-world.com/forums/index.php?topic=2204.0

What ever method you roll with, just make sure to note down emergent threats, factions, locations and relationships on the map, or index cards, or in your notes. This then gives you the seeds to re-incorporate later and create dynamic, tension driven situations that the players are invested in. You play to find out what happens.


Re: questions on beta
« Reply #8 on: July 07, 2012, 10:08:04 PM »
If I missed this somewhere, feel free to mock me, but what's the range tag for magic missile or similar spells? Far?

Re: questions on beta
« Reply #9 on: July 08, 2012, 05:02:27 AM »
That's what I would assume. Even if it's not mentioned anywhere...

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noofy

  • 777
Re: questions on beta
« Reply #10 on: July 08, 2012, 10:41:10 AM »
Just ask the wizard! Ask provocative questions and use the answers :)

Re: questions on beta
« Reply #11 on: July 09, 2012, 03:38:17 PM »
I don't see "what's the range of your spell?" as being terribly provocative, and I'd prefer a more established answer to a question about the rules, but I guess you could have some fun with that.

New question: are spellcasters expected to roll to activate rotes? The "cast a spell" moves use the word "spell" and not "rotes," and the language in the prep moves kind of acts like rotes are different than spells--but I just find it ambiguous.

Re: questions on beta
« Reply #12 on: July 09, 2012, 04:24:23 PM »
I think, it's mentioned somewhere that you are rolling for rotes.

Re: questions on beta
« Reply #13 on: July 09, 2012, 06:43:30 PM »
a rote is a spell.  you cast it like one.  you prepare all the rotes every time you prepare spells.

Re: questions on beta
« Reply #14 on: July 14, 2012, 03:39:57 PM »
I have a question!

When you use Chosen One/Prodigy on a first-level spell, or the Cleric moves for First Aid, you end up with a spell that is either level 0 or "does not count against your limit of granted spells," respectively. It also says you can prepare the same spell more than once in the moves discussion chapter.

Read literally, this would seem to mean that you should be able to get these spells infinitely. It basically turns all weak spellcasting hits in to strong ones, since you can choose "lose the spell" without penalty.

That doesn't seem quite right (or maybe it does?), but I'm not sure how else to do it. Get one for free, additional preparations are at normal cost? Count it as a 1/2 level spell if you prepare it more than once (i.e, 2 uses per spell levels you prep)?