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Do you want to play a ridiculous pastiche of 80's action heroes who tend to make things blow up and benefit greatly from narrative causality? Do you want a sweet rear end gun loaded down with tactical options? Do you want to look at a mostly complete class that's still missing a few moves because those last few always seem to take the longest? Then you should check out... The Maverick!
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# ? Jul 20, 2013 21:11 |
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# ? Jun 8, 2024 04:52 |
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Wisecrack is an amazing move, poo poo. Love it
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# ? Jul 20, 2013 23:49 |
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Sorry to bring this us again, but could I get some feedback on The Bound?
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# ? Jul 21, 2013 00:10 |
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Figured I'd share the AAR for that Planarch Heroes hack I listed upthread.
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# ? Jul 21, 2013 00:39 |
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unzealous posted:Do you want to play a ridiculous pastiche of 80's action heroes who tend to make things blow up and benefit greatly from narrative causality? Do you want a sweet rear end gun loaded down with tactical options? Do you want to look at a mostly complete class that's still missing a few moves because those last few always seem to take the longest? Then you should check out... I'm not quite sure, but why do the pistols only hit barely four feet past arm's reach? Close is awfully short for any sort of bullet. Handgun Phonics fucked around with this message at 01:41 on Jul 21, 2013 |
# ? Jul 21, 2013 01:36 |
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Ah, yes, that was a mistake on my part, the ranges for the shotgun and pistol should be similar, let me fix that right away.
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# ? Jul 21, 2013 01:51 |
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unzealous posted:Do you want to play a ridiculous pastiche of 80's action heroes who tend to make things blow up and benefit greatly from narrative causality? Do you want a sweet rear end gun loaded down with tactical options? Do you want to look at a mostly complete class that's still missing a few moves because those last few always seem to take the longest? Then you should check out... +2 or +3 to a roll, on top of a stat bonus, is kind of huge. I'd consider taking a different tack with it, like making the base move like the Mage's Cast a Spell (choose two downsides on 7-9, one on 10+), and pattern the advances after Prodigy (no downside on 12+) and Archmage (one less downside).
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# ? Jul 21, 2013 03:04 |
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Forgot to post these: Latest and final version of the City Thief: https://docs.google.com/file/d/0B30fzv28XdrYNjRwTXN6TzhWZ1E/edit The item list that goes with it: https://docs.google.com/file/d/0B30fzv28XdrYdjhjSThnZmhNSXM/edit
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# ? Jul 22, 2013 12:02 |
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I just now discovered the rules for making and tagging towns and villages, and they seem a bit more... complex than the other systems. Does anyone else use them, and if so, is there a good example of completed ones?
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# ? Jul 23, 2013 00:14 |
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Lemon Curdistan posted:The problem isn't that *World can't work with a modern setting (it can), it's that half of designing a *World system is about creating moves that embody the kind of fiction you're dealing with, and so trying to make a generic *World game is a waste of time. You can make ModernWorld, you can even make your basic moves, but you won't get ten playbooks unless you've got a specific idea of what PCs are going to be doing in ModernWorld and can build your playbooks towards that. ModernWorld doesn't work, but SpyWorld or SoldierWorld or even TownHallWorld would work just fine.
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# ? Jul 23, 2013 18:44 |
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MadScientistWorking posted:If you were to hack in Fate mechanics into the *World yeah I can easily see it working as you would eliminate the need for playbooks, eliminate the need for a drastic number of moves, and actually remove a lot of the weird problems that the *World game tends to have like the concept of the racial move. Admittedly, with the advent of Fate Accelerated I'm not entirely sure if there is such a big difference between the two systems outside of the dice rolling which honestly is still pretty much couched in the same philosophical underpinnings that the *World engine uses. Racial moves are more of a Dungeon World rather than a *World thing, aren't they? And for that matter, I'm seeing an increasing trend of replacing race moves with "talents" or "origin moves."
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# ? Jul 23, 2013 19:08 |
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Are you saying using the 2d6 method in fate or using fudge dice in DW?
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# ? Jul 23, 2013 20:14 |
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MadScientistWorking posted:If you were to hack in Fate mechanics into the *World yeah I can easily see it working as you would eliminate the need for playbooks, eliminate the need for a drastic number of moves, and actually remove a lot of the weird problems that the *World game tends to have like the concept of the racial move. Admittedly, with the advent of Fate Accelerated I'm not entirely sure if there is such a big difference between the two systems outside of the dice rolling which honestly is still pretty much couched in the same philosophical underpinnings that the *World engine uses. The biggest difference is using the single roll as both the PC's roll and their opposition's roll. In *World, the GM rolls no dice. In Fate, the GM very much does. This is the one major division in my currend DungeonWorld group, actually, and why they want to get back to playing some Fate. Half of them don't like what they described as the feeling that there is "an unreasonable chance of failure when performing actions that burns you when you try to do things," even though we've had plenty of fun and exciting sessions now that should have shown them otherwise. The other GM in the group even feels that way, although he can't explain exactly why it is, since he understands the mechanic. He just doesn't like the feel as much. [Edit:] to expand on that a but more: They don't like the idea that their character trying to accomplish things is what causes bad things to happen and prefer that the enemies doing things is what should cause things to happen instead. In their heads, the person to do the rolling apparently makes that distinction, or something. I'm still trying to wrap my head around it fully. vvvvv No, no. Not at all. But I like letting the players roll it. In the same way that many editions of D&D has had players roll saves, I feel like it puts the final event happening to your character in your own hands. ... plus it's cool to sit down at a gaming table and have no dice, no DM screen, and hardly any notes. Blasphemeral fucked around with this message at 21:22 on Jul 23, 2013 |
# ? Jul 23, 2013 20:32 |
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Blasphemeral posted:In *World, the GM rolls no dice. I roll dice for enemy damage. Am I doing it wrong?
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# ? Jul 23, 2013 20:35 |
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Boing posted:I roll dice for enemy damage. Am I doing it wrong? Eh I roll damage the few times I ran dungeon world/hacks because its more fun that way for me as a GM because I like rolling dice.
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# ? Jul 23, 2013 21:09 |
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Boing posted:I roll dice for enemy damage. Am I doing it wrong? Yes, technically. You're supposed to make the players roll for everything. Not that it hugely matters for this specific case though.
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# ? Jul 23, 2013 21:46 |
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I'm not sure if any of my group read this, but if any of you currently in the Iron Road are reading this, know that there are minor spoilers ahead. My group recently acquired a dwarven-made autonomous/clockwork combat mole (about the size of a car). This wasn't originally intended, but through player input earlier in the session it was essentially established how to reprogram dwarven automatons and, one thing leading to another, the last fight ended with a terrifying new pet. The wizard reprogrammed it to take commands, essentially. This is too awesome to say no to, of course. Plus the party definitely fought a hard and dangerous fight to get it. However, I don't want something that will overshadow the barbarian or other melee combatants in the party. I decided to make a move that anyone in the party could use. I don't have much experience writing moves, so could I get some critiques on it? Also, if anyone has general advice on the party acquiring some awesome new thing/power/ability and balancing it with not trampling on another player's shtick, it'd be much appreciated. Molematon Acquired! Your ancient molematon is active again and now under your command. Some of its obscenely complex inner workings were damaged during the combat, requiring constant (albeit barely understood) upkeep. If Repair is reduced to zero, the only commands that can be understood and carried out are "follow" and "stop." Go! When you give the molematon a command (aside from "follow" or "stop"), roll +Repair. On a 10+ your command is executed exactly (to the best of the molematon's abilities). On a 7-9 your command is carried out, but choose one: * Reduce Repair by 1. * Your command is slightly misinterpreted or misunderstood by the molematon. * The molematon causes undesired damage or attention in carrying out your command. Amusing Repair Reference Here When you spend a couple hours or so working to repair your molematon, roll +INT or +DEX and remove any remaining repair. On a 10+, set Repair to 3. On a 7-9, set Repair to 2. On a 6-, set Repair 1, but an unseen flaw has been introduced by your bumbling attempts which will reveal itself at an inopportune time. Alternative repair idea: Simply reset repair to 2 with a couple hours work, no roll required. Any feedback is appreciated!
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# ? Jul 24, 2013 01:56 |
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Maybe take a look at this?
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# ? Jul 24, 2013 02:46 |
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So, I watched The Conjuring last night... I was wondering if we have any classes available that work about like a Demonologist?
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# ? Jul 24, 2013 17:30 |
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Sort of? There's KillerQueen's Diabolist, and also Fenarisk's Pariah, though that one is unfinished.
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# ? Jul 24, 2013 19:07 |
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Huh, I got confused for a second when I read my name attached to a class. By the way, that class is mostly done, I just haven't really gotten the chance to make it into a proper playbook.
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# ? Jul 24, 2013 19:42 |
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The Warlock is and will always be the best of the third party classes (and was also one of the earliest )
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# ? Jul 24, 2013 19:57 |
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I guess not quite what I was looking for. I'll think it over. Thanks!
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# ? Jul 24, 2013 20:56 |
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Mikan posted:The Warlock is and will always be the best of the third party classes (and was also one of the earliest ) Love the class, hate the layout
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# ? Jul 24, 2013 21:37 |
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When you're the first major third party class and nobody's made a decent template to work from yet (or you hadn't yet made your own, since that's exactly what I had to do) you work with what you have.
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# ? Jul 24, 2013 21:43 |
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Mikan posted:When you're the first major third party class and nobody's made a decent template to work from yet (or you hadn't yet made your own, since that's exactly what I had to do) you work with what you have. Yet still it's one of the best/most balanced classes too.
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# ? Jul 24, 2013 22:25 |
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Fenarisk posted:Yet still it's one of the best/most balanced classes too. I'm not sure I can agree with that, honestly. The Warlock has always felt boring and a bit underpowered to me. It has really cool fluff but I don't feel like the rules fully support it or go as far as they should with it. I would offer to rewrite/improve it, with Mikan's permission, but he keeps rubbing it in that it's sold more copies alone than all of my individual playbooks put together.
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# ? Jul 24, 2013 23:10 |
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You can't improve on perfection and I think the 550 people who bought it on DrivethruRPG would agree
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# ? Jul 24, 2013 23:12 |
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Mikan posted:You can't improve on perfection and I think the 550 people who bought it on DrivethruRPG would agree I still think the Mage is funner to GM for if you're improv heavy. Especially when a player decides to do something like say "make the world mine"
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# ? Jul 25, 2013 00:54 |
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Speaking of the Mage, I have one of my players using it and I'm having some trouble figuring out what to do with him. He chose 'the Clock' as his focus. He said he wanted to attempt to look forward/back in time, and I felt that given his focus, that was a perfectly appropriate thing to try to do with his magic. But now I'm having issues trying to figure out what appropriate backlash/moves to make on him when I pick bad stuff to happen as a result. Edit: Perhaps I'm approaching the whole thing wrong. It depends. If he's trying to figure out something that happened in the past, is it a Discern Realities move using his magic, or is it a Cast Spell move? bewilderment fucked around with this message at 02:52 on Jul 25, 2013 |
# ? Jul 25, 2013 02:49 |
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Let him see in the past, but he sees it from a different view point, sees it changed, gets confused or maybe just remembers wrong. Also alternate timelines.
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# ? Jul 25, 2013 03:07 |
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Moves that let you see the future are kind of tricky for the GM in DW. I've always had trouble with the Augur at my table, walking a fine line between empowering the player and "play to see what happens". That said, those are usually perfect opportunities to reveal ugly truths and impending dooms. In your case, I'd definitely go with Cast a Spell. For possible stuff to go wrong, what about saying something like "Your perception is stuck in the future and having trouble reconnecting with your past, -1 ongoing to Spout Lore until you can re-focus on normal temporal cognition."
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# ? Jul 25, 2013 03:10 |
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Johnstone Metzger (the who did Adventures on Dungeon Planet) just released [url="https://"""]a new Dungeon World module[/url].quote:Lair of the Unknown is an introductory adventure module for the Dungeon World fantasy role-playing game. Inside you will find:
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# ? Jul 25, 2013 04:58 |
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bewilderment posted:Speaking of the Mage, I have one of my players using it and I'm having some trouble figuring out what to do with him. He chose 'the Clock' as his focus. He said he wanted to attempt to look forward/back in time, and I felt that given his focus, that was a perfectly appropriate thing to try to do with his magic. But now I'm having issues trying to figure out what appropriate backlash/moves to make on him when I pick bad stuff to happen as a result. You can always model it after other hint-getting or future-describing moves. On 7-9s they get weird, cryptic, or less relevant visions, on 7-9 and 6- they take take -1 forward, get stunned or- if it's really serious- take an Int or Wis debility as a vision goes bad.
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# ? Jul 25, 2013 05:14 |
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Elmo Oxygen posted:Moves that let you see the future are kind of tricky for the GM in DW. I've always had trouble with the Augur at my table, walking a fine line between empowering the player and "play to see what happens". With looking into the future, you could put certain contraints on it to keep it consistent with the world. The first big one is "This is what the future would have looked like if you didn't look at it." It's the bad outcomes of something coming that the Charscter is, up until now, unaware of. Simply by looking, and acting on that knowledge, the player reshapes the future. The second limitation might be that he doesn't 'see' what happens, but gets some kind of prophecy that can easily be interpreted. "It will rain steel" "A secret will be revealed" "Water shall flow before Wine, Wine before Blood" You could attach jumbled images to the words, or just have the images themselves "You see a fist rushing in at you, but the details are fuzzy. The fist connects, and your vision goes black" Make a note of the stuff you said, and then just use it when it seems to fit what is actually going on. "You're in the tavern, looking for information. A huge burly fellow with scarred knuckles orders a cup of water and a cup of wine. He gives everyone in the bar a sour, disgusted look as he glares about."
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# ? Jul 25, 2013 06:37 |
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Handgun Phonics posted:You can always model it after other hint-getting or future-describing moves. On 7-9s they get weird, cryptic, or less relevant visions, on 7-9 and 6- they take take -1 forward, get stunned or- if it's really serious- take an Int or Wis debility as a vision goes bad. No on a 6 or less you give them blatantly false info and they get a +1 forward when following it.
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# ? Jul 25, 2013 10:54 |
Fenarisk posted:Yet still it's one of the best/most balanced classes too. Though it's really easy to get it killed/hurt for the day, so it's not really reliable either. And after it's dead you're left with a bunch of moves that seem pretty situational. I dunno, I'm with gnome7. It feels like it's missing something.
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# ? Jul 25, 2013 18:16 |
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ImpactVector posted:I dunno about that. Is there any other way in the entire game to get +10 damage? (Human warlock with maxed +Warrior at level 6. Or hell, the +7 at level 3 is pretty nuts too.) Well, a vanilla Fighter can always get 1d10+2d8+2 normal damage at level 7 by multi-classing into Ranger, and that's not counting any bonuses from hirelings, forward, or anything else. They can also pull off 5 armor by one level later, assuming they invested in full plate by that point. A level 8 Fighter is statistically more lethal than a trio of ancient and powerful dragons strapped together.
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# ? Jul 25, 2013 20:10 |
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I'm pretty sure that conversation happened earlier in this thread or the previous one, almost verbatim, with the comparison of the damage potential. Class owns, moves are a lot of fun, no regrets. When you design a new Dungeon World class, roll +yolo
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# ? Jul 25, 2013 21:15 |
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# ? Jun 8, 2024 04:52 |
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I had a couple issues with the variations of Swashbuckler I had seen, so I started working on this, The Swashbuckler. Let me know what you think. Still working on language issues and advanced moves.
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# ? Jul 25, 2013 21:24 |