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I was reading over The Mage and I'm wondering what the narrative difference between "Cast A Spell" and "Ritual" is. Is there an upper limit on what Cast A Spell can achieve? How about Ritual? What sets them apart, beyond the conditions given in the playbook?
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# ? Jul 26, 2013 05:57 |
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# ? Jun 3, 2024 12:47 |
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Ritual has no limits on it, just costs. If you want to cast a ritual to end all life on the planet, you probably can, but you'll have to fulfil some impossible conditions. Cast A Spell is meant more for every day use, and has a completely different trigger which tells you exactly when it's usable (which isn't at will).
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# ? Jul 26, 2013 08:31 |
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Bigup DJ posted:I was reading over The Mage and I'm wondering what the narrative difference between "Cast A Spell" and "Ritual" is. Is there an upper limit on what Cast A Spell can achieve? How about Ritual? What sets them apart, beyond the conditions given in the playbook?
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# ? Jul 26, 2013 08:36 |
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In my head, the dividing line between Ritual and Cast a Spell is the difference between completely solving a problem and creating an advantage/disadvantage. Also! Question came up on RPG.net but nobody really weighed in - how do you deal with the intersection of armor and spending hold on Defend to take half damage? I subtract armor from the damage and then cut what remains in half, but I'm not sure what the order of operations should be.
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# ? Jul 26, 2013 08:55 |
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Lemon Curdistan posted:Ritual has no limits on it, just costs. If you want to cast a ritual to end all life on the planet, you probably can, but you'll have to fulfil some impossible conditions. Would you place limits on a move resembling Ritual which didn't require you to fulfil any conditions but which required a huge cost? ie. It may be cast at any time and its effects will begin near-instantly, but the costs are much higher than the costs of a typical Ritual. This was intended as a move for The Bound but I'm worried that any PC with this power would draw too much attention away from the rest of the plot. It would probably work better as a GM move for a danger, "Vast Power" or something. quote:UNLIMITED POWER In that vein, what are the limits on the power of a typical PC move as opposed to a GM move? Is there any precedent for playing a PC with powers more akin to a Danger? Bigup DJ fucked around with this message at 13:37 on Jul 26, 2013 |
# ? Jul 26, 2013 10:22 |
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Bigup DJ posted:Would you place limits on a move resembling Ritual which didn't require you to fulfil any conditions but which required a huge cost? If you want the Bound to have unlimited power, just give it a variant of Ritual with a different trigger and a bunch of customised conditions.
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# ? Jul 26, 2013 11:28 |
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Lemon Curdistan posted:If you want the Bound to have unlimited power, just give it a variant of Ritual with a different trigger and a bunch of customised conditions. Well yeah that's what I did. What I'm asking is whether that's a good idea and what influence the power of a ritual should have on its conditions.
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# ? Jul 26, 2013 12:29 |
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Bigup DJ posted:Well yeah that's what I did. What I'm asking is whether that's a good idea and what influence the power of a ritual should have on its conditions. By "a different trigger" I mean "a requirement that is about as hard to fulfil as finding a place of power," as opposed to having a move that can be cast on the spot (which is a bad idea). Since the stuff you posted isn't in move format it's sort of hard to tell, but I'm guessing you're going to let the player pick the drawbacks. The ones that are there are pretty cool, and with the right limitation on the trigger I feel this could make a neat 6-10.
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# ? Jul 26, 2013 12:52 |
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Glazius posted:In my head, the dividing line between Ritual and Cast a Spell is the difference between completely solving a problem and creating an advantage/disadvantage. I do it the other way around, since defending is more than just your armor, you are actively trying to deflect that damage. I half the incoming damage first, then any damage that gets past your defense still has to strike your armor, so then I subtract armor last. logically why would you want your armor value divided in half just becasue you are defending. After all, someone in plate armor who defends is going to block more blows than someone in leather or without armor.
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# ? Jul 26, 2013 15:12 |
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What would you say is The Artificer's "niche"? They've got gadgets, and the potential for combat, but it seems like trying to be effective leaves them permanently bereft of Charge, or at best a rather ineffectual magic user equivalent.
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# ? Jul 26, 2013 19:18 |
Handgun Phonics posted:What would you say is The Artificer's "niche"? They've got gadgets, and the potential for combat, but it seems like trying to be effective leaves them permanently bereft of Charge, or at best a rather ineffectual magic user equivalent. If you're using an older one for whatever reason, we always used the Jury-Rig move to recharge.
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# ? Jul 26, 2013 19:28 |
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You have to remember that the Artificer only spends charge when he uses a Gadget as a weapon or volley, or to get out of a tight spot. Get out of a tight spot is going to be your defense items if I am not mistaken, but when you are not in danger, any other device you have consumes no charge. Honestly, I feel like charge needs to be treated like ammo, but that doesn't work when using it in melee. but you can still jury-rig a device and use it for that purpose.
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# ? Jul 26, 2013 20:53 |
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I'm using the newer version. I always assumed "a short break" was something like five minutes, which is highly impractical during a big shootout, and the direct power they derive from that three charge is grossly outshone by already having a Druid and a Fighter.
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# ? Jul 26, 2013 22:15 |
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I'm including here a number of session notes I've used to run a mini-campaign over the summer. It started out rocky, I had players drop and join, and some characters got seriously reworked as I dusted off my DM skills (it had been about two years) and we learned the system (first DW campaign). Sessions 4-6 are of a much higher quality. Session 3 sets up the plot, and Session 2 sets up the plot for Sesssion 3. Session 2 Session 3 New Treasures: Dwarven Scale Mail, Copper Dwarven Notes New Enemies: Great Viper, Stone Golem, Dwarven Guardian Statues, Large Centipedes New Dungeons: An abandoned watch tower, abandoned dwarven settlement, and temporally confusing mineshaft Session 4 New Treasures: Artifact undead-fighting bow, Silver Dust poison New Enemies: Lusca, Coral Golem, Silver Bells, Kopru, Pirahna, Stirge New Dungeons: An underground cave with old ruins and a large lake. Session 5 New Treasures: Ring of Protection, Knife of the Void, Chime of Resounding Silence, Blessed Salt New Enemies: Ice Mephit, Silence Bringer, Small Ghost, Argorth, Mother of Oblivion, Angel of Serenity, Barghest, Corrupture, Air Elemental, Guardian New Dungeons: An ancient hall of order corrupted by chaos, a pocket dimension maze and arcane research facility. Session 6 New Treasures: Artifact wizard staff, Coin Armor, Ring of Force Shield, Wizard Hat, Basilisk Shield, Blink Cloak New Enemies: Hezrou Demon, Hasguil, Vampire Rose, Wizard, Lich Shade New Dungeons: An old, ruined castle. The notes may not be entirely consistent, but the scenes are mostly the important parts. They didn't always happen in order, and they certainly weren't the only thing that happened (the party wizard decided summoning a second Imp, letting it loose, and following it would be a good way to find the first one), but they all happened in some capacity. The campsite questions were questions asked to players, and they could avoid eating a ration if they chose to tell a story (in character) instead. Context: Griggs is a Paladin who wants what is right. Ayveen is a dark dwarf Assassin who wants money. Crow is a Druid who is an eco-terrorist. Rook is a Rogue who wants some shiny things and her brother Brynn. Thread is a Fighter who wants adventure. Xiulan is a Bard who wants some books. Oyej is a Wizard who wants to seem tough. Trix is a Fey who wants something powerful enough to trade Queen Mab for a favor. The plot involves an evil cabal of necromancers operating in secret in and around a wizarding school. The adventurers get introduced to the necromancers, help some people, and launch an investigation that turns into a series of murders that spiral out of control into a Lich ritual. If you wanted to run this yourself, it might be doable with minor modifications. There are a few blanks and incomplete spots, but draw maps, leave blanks. QuantumNinja fucked around with this message at 01:16 on Jul 27, 2013 |
# ? Jul 26, 2013 22:41 |
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Do you have templates available, or for a walkthrough for other people who don't really know how to make those PDFs?
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# ? Jul 26, 2013 23:56 |
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They're done in LaTeX. I could post the style file, but without a LaTeX compilation system and a bunch of packages, it wouldn't do much good. And anyone familiar with LaTeX should be able to replicate it pretty easily.
QuantumNinja fucked around with this message at 00:29 on Jul 27, 2013 |
# ? Jul 27, 2013 00:19 |
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That's a pretty keen markup. How much of this is prep, how much is AAR?
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# ? Jul 27, 2013 02:42 |
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wrl posted: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. I've made a PDF. Still needs lots of work, but I wanted to share regardless.
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# ? Jul 27, 2013 03:31 |
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Glazius posted:That's a pretty keen markup. How much of this is prep, how much is AAR? That's 100% prep. The fifth session became two sessions (it's really long). The AARs would be notable longer, I think, because so much happened around those scenes (like chasing Imp #2 through the wizard school, or deciding to fight the Nightwings in the belfry itself in the keep).
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# ? Jul 27, 2013 03:50 |
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ETA on the Brute + Alchemist: tomorrow! I've also got a real desire to run a PBP game now that I've got some spare time, and one that goes all out! Thinking a bunch of adventurers breaking into hades/ elysium to steal from the gods. It's going to be really short though; only five weeks, so ideal for testing classes/ crazy ideas. Let me know if you want anything tried out from the GM side! I'd love to see how the Brute/ Alchemist play, so if anyone fancies giving one of them a shot that'd be cool.
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# ? Jul 27, 2013 19:31 |
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Teonis posted:I do it the other way around, since defending is more than just your armor, you are actively trying to deflect that damage. I half the incoming damage first, then any damage that gets past your defense still has to strike your armor, so then I subtract armor last. logically why would you want your armor value divided in half just becasue you are defending. After all, someone in plate armor who defends is going to block more blows than someone in leather or without armor. Well, I'm just thinking there are characters who can potentially have 6 armor all the time (plate + shield + paladin/fighter advanced moves), and doing it half-before-armor makes them pretty much invincible. QuantumNinja posted:That's 100% prep. The fifth session became two sessions (it's really long). The AARs would be notable longer, I think, because so much happened around those scenes (like chasing Imp #2 through the wizard school, or deciding to fight the Nightwings in the belfry itself in the keep). Dang. That is way more prep than I generally bother with, but it's good to know you can run DW without it going to waste.
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# ? Jul 27, 2013 20:02 |
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The Supreme Court posted:ETA on the Brute + Alchemist: tomorrow! I've also got a real desire to run a PBP game now that I've got some spare time, and one that goes all out! Thinking a bunch of adventurers breaking into hades/ elysium to steal from the gods. It's going to be really short though; only five weeks, so ideal for testing classes/ crazy ideas. Let me know if you want anything tried out from the GM side! I'd love to see how the Brute/ Alchemist play, so if anyone fancies giving one of them a shot that'd be cool. I'll happily give one of them a go, never tried PBP before but it sounds like fun!
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# ? Jul 27, 2013 21:33 |
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I'd be down to play The Brute PBP. Almost had a player use it in a game started today, but they went with gladiator instead. edit: Looks like I was thinking of TheSupremeCourt's Brute, but offer still stands. Lunatic Pathos fucked around with this message at 23:10 on Jul 27, 2013 |
# ? Jul 27, 2013 23:07 |
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I was looking to play Fenarisk's Pariah in an upcoming game; however, the link only returns one page. Is there a second page or is this still a work in progress?
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# ? Jul 28, 2013 02:05 |
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Glazius posted:Well, I'm just thinking there are characters who can potentially have 6 armor all the time (plate + shield + paladin/fighter advanced moves), and doing it half-before-armor makes them pretty much invincible. Thats what makes Defend, and by extention, CON so great in Dungeon world. But keep in mind, while defending, that paladin/fighter can only deal damage equal to his level at the cost of 1 hold, on top of that, it will take 1 hold to redirect the attack to yourself, then a third hold to reduce the damage. That's all three hold for getting a 10+ in just a single attack, so you have to decide how to spend your resources. Besides the fact that someone with 6 armor would be nigh invincible, (you'd need 'ignore armor' or some serious piercing and high damage to get through it in the first place) defending is what the paladin and fighter SHOULD be amazing at. So it makes sense that a super tank wouldn't take any damage for blocking a blow for someone else.
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# ? Jul 28, 2013 03:07 |
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I posted awhile back about my group and their wizard school campaign - well, we had a session of it last night. The Houses: Frogswoller: "The Beautiful Wizards of Tomorrow, Today" Colors: Green/Purple Wyvernwood: "Honor. Blood. Obedience" Colors: Dark Blue/Black Wolftalon Ravenrock Cast: Morthos Darkweave: Wyvernwood House, really into potions. (Witch) Ziggy Zeref: Frogswoller House, really into making friends. Wants to campaign for Frogswoller Prefect. (The Fool) Zinj Wyatt: Wyvernwood House, really into discipline. Is an older student and prefect. (The Spellslinger) Bramble Peppernest: Frogswoller House, in school on an exchange program from the Fae Realm, is mischievous. (The Fae) The session started with the weekend. Finally, free time to do whatever they want! My students decided that this was the weekend for the first game of the ARCANABALL season, and it just so happened to be Frogswoller vs. Wyvernwood. What is ARCANABALL (it has to be in all caps because it's so extreme), you ask? Well, good question! I have no idea! We knew the name of the game and that it was basically quidditch, only not. So here's what it ended up being with everybody pitching in: - It works like capture the flag - There are 7 positions on each team: 2 forwards, 4 defenders, and a "catcher" - There are 4 neutral towers around the arena that the catchers must activate 15 minutes into the game. 2 towers on each team's side of the field. Any catcher can activate any tower. Once it's taken, it's taken for the remainder of the game. The towers attack the team members of the opposite team which activated them. - Anything goes - Each game is themed, and the teams don't know the theme until they enter the arena. - The flags are orbs which dispel magic cast on them, and dispel magic on anything they touch or anyone who is holding one. The theme for this game was "The Mountains of Cragfire Pass" so when they walked into the arena they saw that the ground was craggy and sulfurous, with jets of lava and a lava river through the middle. There was also a team colored dragon guarding each team's orb and 12ft tall stone golems wandering the field. It was pretty awesome. This was the theme when they started playing: https://www.youtube.com/watch?v=_9nlCz1Me2U OK, as promised, here is a little more about (not) Harry Potter World. When it came to PvP, I found it initially a little difficult. Most of the time I had the other team's defenders or forwards doing something to make the players react. This included things like the towers and environmental obstacles. Every now and then, however, the players would want to do something to each other. Most of the time what they did triggered the interfere move, because no lasting magic could be cast on a player holding the orb. This allowed the players to shoot the orb out of other players' hands and then an NPC would fly by, grabbing it. That sort of stuff. We played until both teams had a tie. Frogswoller and Wyvernwood had both scored, and we were nearing the end of our session, so one player said "let's roll for the outcome." Ok, sounds good! I told them all to roll 2d6 and that we'd tally it up. House with highest die roll cinches the victory. Wyvernwood rolls: Darkweave rolls an 8 and Wyatt a 5 Frogswoller rolls: Zeref rolls... an 8! Wow, now all Peppernest has to do is roll higher than a 5. Spoiler alert, I'm sure you've guessed exactly what he rolled: 5 The table erupted and it was hilarious. The cheers and jeers and laughter was amazing. After such a hard fought game, it STILL ended up like a drat soccer match. I ended up giving a quick flyby for the rest of the match. - It went on for 6 hard-fought hours - At one point someone was actually riding a dragon - Most of both teams ended up in the infirmary (Darweave actually did because he tried to outmaneuver a goalie dragon and got beat the hell up due to some bad rolls) - Galvin Cragg, the little gnome defender who was turned to stone at the beginning of the match, remained stone for the entire 6 hour game. - End tie score? 2 points Now what we're thinking is that the school will get the best players for all the houses at some point to play on the school team against other schools. This is going to be awesome and I can't wait. Overemotional Robot fucked around with this message at 04:10 on Jul 29, 2013 |
# ? Jul 28, 2013 18:20 |
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zarathud posted:I was looking to play Fenarisk's Pariah in an upcoming game; however, the link only returns one page. Is there a second page or is this still a work in progress? No I just never made advanced moves, and haven't been able to really touch any RPG related materials for over a month since I'm finalizing another project/novel. I'll probably not get to the cleaned up main moves/advanced moves until this week at work since there will be a strike going on.
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# ? Jul 28, 2013 19:32 |
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That's awesome, Boing, Lunatic Pathos and zarathud! Zarathud, it'd be quite cool to see how the class functions am happy to see how the basics work and add in advanced moves later?, I'll have a thread up tomorrow. Definitely going for over-the-top DW. The Harry Potter dungeon world game sounds great! Definitely love to hear how the PvP worked out, as I reckon DW is more suited to it than is generally reckoned; a few of us tried it in PbP in the pirate game quite some time ago and, though it was kinda hard, it definitely worked! I wrote myself a guide for it at the time and have expanded gradually into my notebook of half-baked DW ideas and scribbles. I've been thinking about tying it together into a coherent game addon! The way we tried it was to present the instant situation, collect all the players choices and rolls, then try to mash them together as a seamless single narrative. Significantly more proscriptive than normal dming , but ended with quite cool results! I've since standardised a bunch of the results and roll-offs to make a more strict system, but it's quite untested, probably horribly balanced and a step towards a more dice based game, though the narrative is still king. The Supreme Court fucked around with this message at 23:25 on Jul 28, 2013 |
# ? Jul 28, 2013 23:22 |
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So we just had a quick one-shot session out of the blue and it was a hilarious crapfest (half the time our GM tried to communicate with us, it was through uncontrollable laughter). Our cast! Woomod as the benevolent and easily-amused GM Caphi as Celestus, young Human Paladin recently graduated from paladin-school and very serious about his business; Jetrauben as Yriel, a Human Cursed Knight who served in the army with a cursed sword and has some sordid (and maybe or maybe not obscene) history with Celestus; Elfgames as Fenfaril, a Forest-focus Elven Mage who...well, see below; and Wahad as Lip, the Brownie Fae who is attached to Celestus' household but hasn't seen him since he went to paladin school and is now travelling with him for a time as his indentured servant; We start in the very opulent and lavishly decorated offices of Sir Pinglekins Fluffy Winklebottom III, owner of the nearby tuna-canning factory who has hired the services of the party to investigate the strange noises in his factory that have been scaring his workers away. Celestus, naturally eager to defend the weak from the inequities that beset them (his words, not mine) gets some dramatic lighting and mood music as he swears a divine oath to protect the factory. Arriving at the factory, Lip has a quick look around, but before he can notify the rest about the trapdoor that he found, Yriel has already fallen through it. The trapdoor leads to a cellar, where the party stumbles upon a few crates filled with a musky, minty plantmatter. Fenfaril, naturally interested in all matters vegetative, creates a teeny tiny musky-mint golem, who was adorable. Meanwhile, the two armored men investigate, and come to the conclusion that the basement leads into a tunnel, which leads to a small cove. There's some tracks there, as well, which lead them to believe that there have been people smuggling things in. Specifically, they denote two different kind of tracks - cat paws (have I mentioned that this is a town of sapient cats? Yeah.) and "something slithery". Lip heads out to the cove, dips his head underwater and talks to some fish swimming nearby, who tell him that a "nice lady" has been doing business with some cats in the cove. Now on the trail of something suspicious, the party decides to Now sitting on a big pile of illegal catdrugs, the party has a talk on what to do it. And by the party, I mean mostly Celestus and Yriel. Yriel, you see, is quite lawful despite his curse, and votes to destroy the catnip ASAP. Celestus, on the other hand, has forgotten how catnip works, and thinks that selling the catnip will create a peaceful state in the cat village, and peace and prosperity are some of his God's tenets. After helpfully reminded by Lip that catnip does not, in fact, chill cats out, Celestus and Yriel finally agree to destroy their (and Lip's, since anything he possesses is technically Celestus') share. Fenfaril, however, has no such noble intentions, and makes mad bank on his share of catnip to the tune of 200 coins. Still, there is the problem of the supplier - the mysterious mermaid Nami. How she grew the catnip nobody can quite figure out, but la, they wait for her after Celestus swears a very serious oath to Stop the Mermaid Catnip Cartel(tm). After two days, Nami shows up. Lip quickly allays her suspicions (after all, they are not cats), and gets her to approach quickly enough for Celestus to ruin the ruse and start asking questions with dramatic mood lighting and an echo-y voice. Nami lies through her teeth. Yriel broods a bit, and threatens to destroy her boat if she does not cooperate. Fenfaril proceeds to actually make good on the threat through magic and dissolves the boat she brought the catnip on (after contemplating the taste of mermaid out loud). Nami, understandably bummed out, tries to leave but gets cursed by Lip, who takes her gills away and puts forth an ultimatum; to tell master Celestus what he wants to know, and she will get her gills back. Nami proceeds to reveal that the cats, who - naturally - fish a lot for food, occasionally fish up members of the Mermaid nations belonging to the Triton League, and eat them anyway. The League, enraged by this proposition, started smuggling catnip into the city to make the cats vulnerable to attack and/or genocide. Celestus, quite taken by the plight of criminals, puts on his best idealistic smile and tells her that he will facilitate talks between the League and the Cat Council so that the issue can be resolved as reasonable Returning to Sir Pinglekins Fluffy Winklebottom III, the party reveals what's going on. Sir Winklebottom, understandably surprised, nonetheless rewards them for their initial job (clearing out the factory) with 500 coins each, then heads off to inform the Cat Council, and that was the end of the session. Dungeon World, everybody. Wahad fucked around with this message at 01:53 on Jul 29, 2013 |
# ? Jul 29, 2013 01:49 |
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Wooh! My copy of Dungeon World arrived today! I'm gonna plan to run something one weekend coming up (although I'm buy every weekend for the next month, so...
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# ? Jul 29, 2013 11:28 |
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Recruitment thread up for Dungeon World: Ragnarokquote:The world shook five times as something tore five jagged chunks out of Yggdrasil, the world tree. Its sap rains down on Earth along with Titans of death and destruction, freed from their imprisonment in the world tree's roots. Boing, Lunatic Pathos and zarathud, I'd love if you wanted to play! edit: brute + alchemist docs up in a biiiiiit. The Supreme Court fucked around with this message at 17:29 on Jul 29, 2013 |
# ? Jul 29, 2013 17:07 |
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I'd be interested to play, though I'm not in the USA, so it may not work too well - could you let me know how I can do so?
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# ? Jul 29, 2013 21:27 |
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I'm in the UK! That's not important though, as we'll just be playing via posting in these forums, rather than skype or roll20 etc. Sorry, I should have said! It is significantly slower than face-to-face and does tend to bunch your actions very marginally (as people generally post about once a day) but it's still really good fun. The extra time means nobody gets left out, and as it's all written you get some really cool descriptions from people and a coherent narrative!
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# ? Jul 29, 2013 21:46 |
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Sounds fine to me. Let me know the details! I don't have PMs, but iamthespaceinvader at gmail dot com
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# ? Jul 29, 2013 21:57 |
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I've written up a first draft of my Alchemist class It's based around making potions with tags (e.g. electric, freezing, flaming) and then using specific skills to extrapolate those tags into crazy fiction. The core skills are: Concoct: make the potions! Imbibe: transform the alchemist using one of the potion tags. E.g. ice armour, electrical blood, flaming eyes Voodoo: drink the potion to inflict its tags on an enemy. Herbalist: find potion ingredients Belch: Vapourise a potion into a cloud of violent power. E.g. firebreathing, ice bridges, lightning welding I had transmute (change an object's element temporarily) as a core skill, and though it's probably more versatile than voodoo I'm not sure if it's as fun. Definitely want advice on this! I also think I'm lacking quite a few advanced skills; several are just plain unlocks for more tags, is that ok? The advanced skills are also organised slightly differently. They're split into three rough groups. Each group has a minor permanent bonus and a locked skill. When you learn a skill from a group you gain that group's permanent bonus and also access to the locked skill to purchase later. Also cheers for the address spaceinvader, sent you an email! The Supreme Court fucked around with this message at 01:57 on Jul 30, 2013 |
# ? Jul 30, 2013 01:55 |
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So, I was looking around for anime hacks of FATE Accelerated because I'm thinking of running a session at an upcoming anime convention (I'm also running some DW there). While looking for that, I came across this idea for using Fudge dice in Dungeon World, and was curious what y'all think of it: http://forum.rpg.net/showthread.php?687615-Fate-Accelerated-hacking-to-import-features-of-Dungeon-World
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# ? Jul 31, 2013 21:02 |
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RSIxidor posted:So, I was looking around for anime hacks of FATE Accelerated because I'm thinking of running a session at an upcoming anime convention (I'm also running some DW there). While looking for that, I came across this idea for using Fudge dice in Dungeon World, and was curious what y'all think of it: http://forum.rpg.net/showthread.php?687615-Fate-Accelerated-hacking-to-import-features-of-Dungeon-World If I'm understanding it correctly that thread looks more like they're hacking DW style results onto the FATE system then using FUDGE dice for DW. Which I don't see any issues with, the FATE system is already pretty close in that respect to begin with. The idea of using FUDGE dice for DW seems kinda silly to me though, why use special dice to accomplish something that has already been designed to work with regular old six sided dice that everyone already owns?
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# ? Aug 1, 2013 05:17 |
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Bucnasti posted:The idea of using FUDGE dice for DW seems kinda silly to me though, why use special dice to accomplish something that has already been designed to work with regular old six sided dice that everyone already owns? Well, I can definitely see the appeal of going for a simpler number system (6-, 7-9, and 10+ aren't hard, mind you, but negative, 0-1, 2+, or whatever their proposed system, is a tad more elegant).
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# ? Aug 1, 2013 05:26 |
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Hoping to get a one shot going tomorrow afternoon over Google Hangout. Noon to 4 EST. If you are interested, check this out.
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# ? Aug 2, 2013 19:33 |
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# ? Jun 3, 2024 12:47 |
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Jonathan Walton has a few remaining scoutbook copies of Dark Heart of the Dreamer available for $10 anywhere in the world. http://corvidsun.com/2013/07/27/dark-heart-of-the-dreamer-print/
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# ? Aug 5, 2013 00:29 |