|
WordMercenary posted:3-18 stats are the most resilient and most pointless sacred cow ever. No-one can bare to leave them out, even though they literally have no use whatsoever unless you're random rolling. To be entirely fair to DW, they've at least managed to use them for some stuff and there's some untapped design space around using the full score for stats other than Constitution and Charisma. The problem is that Constitution-for-HP is much simpler than any alternative I can think of, and the nonlinear mod progression (thanks, old editions of D&D) means that you can't just go "add 10 to the base HP, then add double your Con."
|
# ? Jun 9, 2013 11:25 |
|
|
# ? Jun 8, 2024 05:52 |
|
Lemon Curdistan posted:The fact that the rules are based around how oldschool D&D was played: you're based out of a single region and you go around finding dungeons to raid. I had cruised over Dark Heart earlier not really knowing what it was, it's a really solid $5 spent, thanks for the tip. For content, I've had one or two players bothered by the wide-open, essentially freeform nature of the game. Apparently they were super used to tactical 3.5 combat and had no idea what to do in a freewheeling melee where conditions were constantly changing and they didn't have a preset combat protocol to follow. I know it isn't right to judge other players for their preferred playstyle but as they clammed up, trying to get through their turns with as little input as they could, it sort of felt like I was playing with scared, abused animals. DW isn't really for players that have difficulty with being spontaneous, I guess. EscortMission fucked around with this message at 12:24 on Jun 9, 2013 |
# ? Jun 9, 2013 12:22 |
|
EscortMission posted:I know it isn't right to judge other players for their preferred playstyle but as they clammed up, trying to get through their turns with as little input as they could, it sort of felt like I was playing with scared, abused animals. DW isn't really for players that have difficulty with being spontaneous, I guess. Keep at it! Eventually you'll cure them of what years of playing 3.x have done to them.
|
# ? Jun 9, 2013 12:53 |
|
EscortMission posted:I had cruised over Dark Heart earlier not really knowing what it was, it's a really solid $5 spent, thanks for the tip. It's interesting that the thing that I find the most exciting about the game is something that others would find the most nestling or uncomfortable. Have a movie night where you all watch some Indiana jones movies, and a few other thematic movies. I've played with a group of players who have played tactical combat RPGs like 3.5 or pathfinder, and were very good at manipulating the system to create statistically powerful characters in the past, and I was curious how they would take to something like DW. they really took to it, and while we still play pathfinder, they all look forward to the next DW session.
|
# ? Jun 9, 2013 16:04 |
|
WordMercenary posted:Again it's a relic from old school D&D, but one of the ways I've gotten people excited about new D&D editions has been to tell them they don't have to be an elf, they can be a sentient chunk of psychic crystal instead. Obviously it's pretty easy to work around those restrictions though, and lots of people do. Part of the problem is that Dungeon World isn't a complete system. It's a rough outline of a lot of things, a handful of classes missing a few things (like races), a tiny magic item set, and a few hundred monsters. This feels like it was done on purpose: they knew that making choices beyond that would cramp some party's style, so they left all of the rest out and simply included What they did include, though, is include 16 pages on how the rules were written and how you can write your own in order to fill in those blanks and give your world its own flavor.
|
# ? Jun 9, 2013 20:00 |
|
QuantumNinja posted:Part of the problem is that Dungeon World isn't a complete system. Uh, it's definitely a complete system. "Complete system" does not mean "has rules for literally everything it is possible to represent in rules," dude.
|
# ? Jun 9, 2013 21:16 |
|
I have been consuming DW content for the last few days and I'm really excited to see if I can hit the road with it, would someone mind mentoring me through a quick one-shot adventure? over PM or in a new thread here, or MSN/email? Cheers!
|
# ? Jun 9, 2013 21:17 |
|
What are some situations you've seen players roll Defy Danger [stat that isn't Dexterity or Strength]? My group realized recently that pretty much all of our Defy Danger rolls have been those two, especially Dexterity, with I think a single Constitution roll for when a guy ran straight through some dragon's breath to cut its head off. Granted we primarily do one-shots and short campaigns which definitely lend themselves to the action movie style of reckless play, and thus more physically-oriented rolls, but I still feel like we might be missing something.
|
# ? Jun 9, 2013 22:01 |
|
My group uses defy danger (cha) as the go-to for fast-talking guards when we don't have leverage, and boy howdy do we do a lot of that.
|
# ? Jun 9, 2013 22:14 |
|
Intelligence for detecting traps or business dealings, wisdom for resisting mind magic, navigating an urban jungle, or remembering that Magno-Beasts love eating potions and throwing off pouches; strength when they're grabbed. It is a LOT easier to grab players in this game than in traditional D&D. Defy danger with strength or you're getting a surprise bearhug. (Of course, that may set the grabber up for the thief to backstab them!)
|
# ? Jun 9, 2013 22:34 |
|
My favorite, almost revelatory Defy Danger was saying "OK roll DD Dex to avoid damage." The player's eyes got really big like he was reaching into a giant cookie jar as he replied, "No. Can I roll DD Con? I don't want to avoid his attack, I want to ignore it." DUNGEON WORLD
|
# ? Jun 9, 2013 23:10 |
|
I would very much like to play this, I put a post up on the Dungeon World G+ community about playing Mondays 0900 - 1500. I don't think I'll get many interested parties cos it's the start of the working week for a lot of people, but I'm about all day tomorrow so if any goons want to break in a newbie I'll be on G+
|
# ? Jun 10, 2013 01:01 |
|
My guys are typically horrible about updating their sheets so I'd like to keep updated PDFs online for them to print off from session to session. I've seen a lot of custom classes done in formats that look exactly like in the main books. Does someone have a blank template they can toss online, preferably in SVG? I'll even take a non-blank template. MagnumOpus fucked around with this message at 04:32 on Jun 10, 2013 |
# ? Jun 10, 2013 04:08 |
|
MagnumOpus posted:My guys are typically horrible about updating their sheets so I'd like to keep updated PDFs online for them to print off from session to session. I've seen a lot of custom classes done in formats that look exactly like in the main books. Does someone have a blank template they can toss online, preferably in SVG? I'll even take a non-blank template. I used to use sheets like these. If you like these, more are included in the OP (or maybe the 2nd post). But, I've found that THIS SORT to be much more simple to use for online gaming. You might also find This one useful as well. Ich fucked around with this message at 10:37 on Jun 10, 2013 |
# ? Jun 10, 2013 04:43 |
|
Ever since I realized that Dungeon World would work perfectly well if you only used the Basic and Special moves and dropped Class and Advanced moves completely, I've had an idea bouncing around my head for a minimal generalist class that would focus only on using Basic and Special moves and could be slotted in to replace any character archetype. Of course, just making a blank character sheet without class or advanced moves would be underpowered, so I tried to focus on moves that would enhance the existing moveset. Here's what I have thus far. The Fortune Hunter revolves around generating fortune in various ways, which can then be used to boost anything you do with Basic and Special moves or you can use Mummer's Legerdemain to represent both magical and martial special moves by allowing you to ignore stuff that would prevent you from triggering Basic and Special moves. It has only a single advanced move by design that you can take repeatedly to broaden your ability to generate fortune. But otherwise it would be recommended to head towards compendium classes instead if you want more from your level-ups. The class is designed to be a fire and forget type class that is completely shaped by how you play them instead of what advanced moves you pick. Thoughts? It's still missing the Names, Looks, Alignments and other non core features other than stats and gear.
|
# ? Jun 10, 2013 10:07 |
|
I ran my third session of DW a few days ago, everything finally clicked, for both me and my players. Wall of text incoming, The Session: Players made their way to a decrepit family estate; having recently uncovered records in the city archives showing that the undead nobleman they were chasing was buried within the family crypt after both him and his sister drowned themselves. They explored the estate first, coming upon the grizzly site of one noblewoman’s suicide via hanging. Her corpse surged to life; the rope around her neck became animated, whipping around the room, disarming players, tossing them into shelves, etc. After dispatching her they came across the drowned sister in a bathtub, she too came to life. The doors slammed shut, the wail of her mourning filled the air, and jets of water began shooting out of every crack and crevice in the wall. The ranger was pulled underneath the water while the paladin and bard struggled to overcome the waves and attack her, violent surges of water pushed them around the room, slamming them into the walls and mirrors. Eventually, the paladin soldiered through the churning water and drove his halberd into her heart; the bard leapt off the adjacent wall and drove her rapier into the woman’s eye. She went slack and tumbled into the inky depths of the bath. The bard attempted to play a song in hopes of healing the party, in doing so she attracted unwanted attention and a swarm of newly risen corpses came charging down the hall. They managed to overcome the swarm, but only after taking several scrapes themselves. Battered and bruised, they made their way upstairs to find two necromancers. They exchanged some dialog, coming to find that these amateur necromancers had been using the estate as a testing ground for their foul magic, inadvertently releasing the vengeful spirits of the noble family on the town. The paladin grew tired of the exchange, rushed forward, and lobbed off one of the necromancers hands, he left himself open to attack however, the other ‘mancer spun around and unleashed a flurry of magical shards into the paladins gut, severely wounding him. The bard and the ranger joined the fray as well, and after a chaotic exchange of arrows, maneuvers, blasts, and jabs they killed both necromancers. The remainder of the session was spent tracking down the rest of the noble corpses and disposing of them while avoiding the various wards that had been left behind by the necromancers. Sidenotes: -I like how dangerous the game can be, granted, the players are at a low level, but the fact that most moves also have potential consequences prevents players from spamming their heals. -I like the ammo mechanic, you don’t have to waste time counting every shot, but it still puts a limit on the player and builds tension. -Combat is incredibly engaging and fun. No one was idly sitting around, waiting for their turn. Everyone was leaning forward, eager to do something. -I love how easy is it for me to increase or decrease the difficulty of combat. About halfway through the session I realized the party hadn’t taken much damage or used many resources. When the bard’s wailing pipes summoned the horde of zombies, I knew it was time to really press them. By the time they dispatched the necromancers, they were low on health and out of poultices, but not dead. I had a blast, I can’t remember the last time I was just so EXCITED about running a game. Elderbean fucked around with this message at 11:52 on Jun 10, 2013 |
# ? Jun 10, 2013 11:46 |
|
Elderbean posted:I had a blast, I can’t remember the last time I was just so EXCITED about running a game. Same here! I just ran my first game a few days ago and WOW. Everyone at the table had never felt so energized before. The game felt more alive than any other I've played. It is FUN to stop for a moment and try to come up with what sorts of badness will come up. The players were always in rapt anticipation at what would happen next. That hasn't happened in any games I've ran before, but that might be less about the system and more about my GM-style. Either way, DW has forever altered the way that I'll be GM-ing, regardless of system.
|
# ? Jun 10, 2013 13:21 |
|
We played the "Slave Pits" 2 hour demo and everyone loved it. I also loved having to do hardly any prep! Everyone is happy with their characters and we want to move on to a "proper" game so any tips for starting 2nd session?
|
# ? Jun 10, 2013 14:07 |
|
vulgey posted:We played the "Slave Pits" 2 hour demo and everyone loved it. I also loved having to do hardly any prep! Everyone is happy with their characters and we want to move on to a "proper" game so any tips for starting 2nd session? No tips, but that's exactly what we used, and it was awesome. The cleric (of the bleak god Bleak, god of bleakness) died and her bargain with death was "devote yourself to killing the lich, and you may return". Preferring not to have to travel to Bleak's bleak domain just yet, she spent about 20 minutes convincing the other characters that they "were goddamned crybaby pansies if they thought that running away was a good idea even though the exit was like, right there. And it's probably trapped anyway. And you guys are being soft. How soft? Soooooo soft. He's one crumbling old zombie. Who's he gonna kill? I died already and it wasn't even that bad, so what are you scared of?" We're all looking forward to playing "for real".
|
# ? Jun 10, 2013 14:34 |
|
AlphaDog posted:No tips, but that's exactly what we used, and it was awesome. The cleric (of the bleak god Bleak, god of bleakness) died and her bargain with death was "devote yourself to killing the lich, and you may return". Preferring not to have to travel to Bleak's bleak domain just yet, she spent about 20 minutes convincing the other characters that they "were goddamned crybaby pansies if they thought that running away was a good idea even though the exit was like, right there. And it's probably trapped anyway. And you guys are being soft. How soft? Soooooo soft. He's one crumbling old zombie. Who's he gonna kill? I died already and it wasn't even that bad, so what are you scared of?" My party fought the last dude while riding on the back of the Giant Spider from the killing pit that their druid had made friends with. They also set fire to literally half the pit and walked out of the entrance like an action movie while everything exploded in the background. https://www.youtube.com/watch?v=Sqz5dbs5zmo
|
# ? Jun 10, 2013 15:42 |
|
There's a treasure card with that adventure that's "deadly poison, sooo poisonous, seriously, it can only bring death and horror and misery". Our bard and cleric convinced the Lich that it was the Elixir of Life that he'd been mining for. There were lots of Spout Lore rolls throughout the game that pointed to something like that being buried there, so it made sense in the fiction that they might have found it (and that's what set the earthquake off). A bit of roleplaying later, and some excellent parlay and defy danger (cha) rolls... and yeah. Then the orc chieftain dude leapt out of the shadows for a final jump scare, and was beheaded by the rogue who was all like "I knew he was back there the whole time, I just wanted to wait until it was dramatic before I killed him, because you guys get all the fun otherwise". Also, earlier in the game the bard's response to "the orc swings his long metal club up, getting ready to bring it down and crush your skull what do you do?" was "I drop prone". I thought he had a cunning plan, but "I drop prone" was as far as he'd thought it through. I don't know what he was thinking, but he's weird-ideas-guy in D&D, so it seemed like I should let him do his thing without any coaching. Nope. Elector_Nerdlingen fucked around with this message at 16:06 on Jun 10, 2013 |
# ? Jun 10, 2013 15:57 |
|
Countblanc posted:What are some situations you've seen players roll Defy Danger [stat that isn't Dexterity or Strength]? Our Wizard used Intelligence to Defy Danger because he narrated his avoidance of the trap by going into a Sherlock Holmes movie style slo-mo trance/analysis of the situation (calculating trajectory, force and path etc...). It was awesome.
|
# ? Jun 10, 2013 16:20 |
|
Rocket Ace posted:Our Wizard used Intelligence to Defy Danger because he narrated his avoidance of the trap by going into a Sherlock Holmes movie style slo-mo trance/analysis of the situation (calculating trajectory, force and path etc...). It was awesome. That's beautiful.
|
# ? Jun 10, 2013 20:27 |
|
Does anyone have some links to some good Dungeon World sessions? I'm seriously considering trying this out with my friends, but despite some poking around, the sessions I've listened in on have been... remarkably prosaic. That's kind of disappointing given that the rules were sparking all kinds 'holy poo poo you can do ANYTHING and have it work' in my head. But I was tuning in to 'and then I hit the goblin', 'and then we walk down the cave tunnel' type stuff.
|
# ? Jun 10, 2013 22:17 |
|
The Google+ Hangout has plenty of great play stories.
|
# ? Jun 11, 2013 00:44 |
|
This deserves to be cross posted Dungeon Girls http://www.story-games.com/forums/discussion/17329/world-of-dungeons-dungeon-girls
|
# ? Jun 11, 2013 08:40 |
|
Another playbook update for Inverse World. The Golem and The Collector are on their second drafts now, and I am much happier with where both of them are sitting. For those of you who have access to them, feel free to throw feedback at my face.victrix posted:Does anyone have some links to some good Dungeon World sessions? There's a really good example of play (from an actual DW session, even) at the end of the Dungeon World Guide, which you can find here.
|
# ? Jun 12, 2013 07:27 |
|
Fenarisk posted:ROUND TWO of the Not-Quite-Warlock: Hey Fenarisk, any progress on this? I think it'd be perfect for one of my player.
|
# ? Jun 12, 2013 14:17 |
|
The Barbarian just got its final release, and can be found on this page: http://www.dungeon-world.com/the-kickstarter-treasure-trove/
|
# ? Jun 12, 2013 19:03 |
|
victrix posted:Does anyone have some links to some good Dungeon World sessions? This was why I read through the thread. And came up disappointed tbh. By my reading Dungeon World keeps the basic advantage of the Apocalypse World engine. It's fast, it's light, it only intrudes when you'd make a handover playing freeform, and when it does so it adds complication/inspiration. Which are all good things. And what it does stops there. Which means it's a good engine for people who basically want to run near-freeform dungeon exploration. And the podcasts will be about ... freeform dungeon exploration. (With no learning curve). Nothing wrong with that. (By contrast Apocalypse World and Monsterhearts run with some inspiring classes that provide tension between the characters and do far more interesting things than DW).
|
# ? Jun 12, 2013 20:15 |
|
victrix posted:Does anyone have some links to some good Dungeon World sessions? Try getting a bunch of poets and artists to play DW then.
|
# ? Jun 12, 2013 20:27 |
|
Nihnoz posted:Try getting a bunch of poets and artists to play DW then. What I find helps in any ApocWorld based system is to mix in more obscenities. This works well in Dungeon World, too. Also, if you have a fighter in your party, the boringness of their class will shine through in the "I hit that with my sword." Same to a lesser extent with the Rogue if you're not careful. The druid, the bard, and the wizard have been great all-around.
|
# ? Jun 12, 2013 20:39 |
|
World of Dungeons has finally been released to the public!
|
# ? Jun 12, 2013 21:22 |
|
That looks fun! I'll always try a game that fits onto 3 pages with 2 character sheets.
|
# ? Jun 12, 2013 21:37 |
|
gnome7 posted:Another playbook update for Inverse World. The Golem and The Collector are on their second drafts now, and I am much happier with where both of them are sitting. For those of you who have access to them, feel free to throw feedback at my face. Lemon Curdistan posted:The Barbarian just got its final release, and can be found on this page: http://www.dungeon-world.com/the-kickstarter-treasure-trove/ Oh god dammit. And I just printed this stuff up to run at Origins. Ah well, another buck and a walk to the print shop never killed anybody. (Stop by Indie Games on Demand if you're there, I'm running morning sessions and I have Planarch Heroes, a DW Planarch Codex joint with a whole raft of reskinned playbooks.)
|
# ? Jun 12, 2013 21:40 |
|
neonchameleon posted:This was why I read through the thread. And came up disappointed tbh.
|
# ? Jun 12, 2013 22:03 |
|
Lemon Curdistan posted:The Barbarian just got its final release, and can be found on this page: http://www.dungeon-world.com/the-kickstarter-treasure-trove/ Well, I know what I'm going to be playing next game. KHORNE IS PLEASED WITH THIS DEVELOPMENT.
|
# ? Jun 12, 2013 23:04 |
|
jonthegm posted:Also, if you have a fighter in your party, the boringness of their class will shine through in the "I hit that with my sword." Same to a lesser extent with the Rogue if you're not careful. The druid, the bard, and the wizard have been great all-around. This is it. The Fighter as a class concept is a carry-over from D&D and is a terrible idea. "Guy who is good at fighting" is not a good concept for a class, it's far too general to the point of having nothing interesting about it. And working in the same design space as the Fighter is super boring because the Fighter has to be 100% the best at fighting, else there's no point to it. Which is why my players can be a Gladiator, a Barbarian, an Initiate, or a Slayer, all of which fit much more interesting fictional and functional niches. Instead of a Thief they can be an Assassin or a Walker or a Dashing Hero. The core classes are the weakest part of DW by my reasoning, and I love the custom classes so much because they really flesh out the system and what players are allowed to do within it.
|
# ? Jun 12, 2013 23:16 |
|
I dunno, man, in the game I've run the fighter was having a Helluva time. Beating a giant spider to death with its own leg was its own reward.
|
# ? Jun 12, 2013 23:35 |
|
|
# ? Jun 8, 2024 05:52 |
|
The core classes are meant to be general, allowing you plenty of room to make your fun and crazy ideas work without bumping into being weird with the fiction of your moves. More specific classes restrict your room to do this. It's not by an incredible amount because this is still Dungeon World, but making classes specific means that it works in far fewer cases. I can think of hundreds of cool fighters to play, but I start going down to dozens with stuff like the Dashing Hero and Slayer. It's hardly the end of the world, but I feel like it's a shame not to recognize the sheer freedom you get with the base classes as one of their biggest strong points. That said, the racial stuff 180s this into feeling heavily restricting, especially to new players. That is a feature of the book that I really dislike, and I'm all for the replacements people have come up with for them. Equipment, Drives, etc. are much better and feel like they allow new players more room to ask "well, what if I want to do this instead?", which is big. sentrygun fucked around with this message at 23:53 on Jun 12, 2013 |
# ? Jun 12, 2013 23:46 |