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Handgun Phonics posted:How would you handle actions like "looking for the enemy's position in the fog", and the sort? It's too quick for Discern Realities, and the questions don't really fit that as well, either. Say "OK, how do you do go about doing that ?" Their answers should really help break it down into moves you can make them roll.
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# ? Aug 18, 2013 22:44 |
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# ? Jun 7, 2024 09:18 |
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Handgun Phonics posted:How would you handle actions like "looking for the enemy's position in the fog", and the sort? It's too quick for Discern Realities, and the questions don't really fit that as well, either. Discern Realities can be a quick move if it needs to be, no reason to say it takes a while. For instance the Fighter has a move about Discerning Realities during combat which indicates that it's not necessarily a slow thing.
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# ? Aug 18, 2013 22:54 |
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The main rules say "To discern realities you must closely observe your target. That usually means interacting with it or watching someone else do the same. You can’t just stick your head in the doorway and discern realities about a room. You’re not merely scanning for clues—you have to look under and around things, tap the walls, and check for weird dust patterns on the bookshelves. That sort of thing.", which seems an awful lot for a quick action. The bigger problem there is that "where is the enemy located" doesn't seem to fit into the questions I'm given.
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# ? Aug 18, 2013 23:14 |
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So, figure out a new move, or add some new question(s) to Discern. Fog hunt: When you search for your enemy in the fog roll +stat. On a 10+ pick 2, one a 7-9 pick 1, on a 6 blah blah blah. - It doesn't take too long - You don't stumble across the enemy unexpectedly - You don't blunder into anything you weren't expecting to be there at all - You don't get lost etc.
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# ? Aug 18, 2013 23:20 |
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For things like that I generally go with this move: When you do anything, roll +Stat. On a 10+, yay! On a 7-9, good news and bad news. On a 6-, move time. You can always fall back on the general mechanical framework without consulting a specific move.
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# ? Aug 19, 2013 01:50 |
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Mikan posted:For things like that I generally go with this move: Isn't that just Defy Danger in a nutshell? Also, is Wis generally the accepted Perception stat? It's pretty schizophrenic about what exactly it is, from possibly-perception to willpower to faith.
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# ? Aug 19, 2013 02:00 |
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Handgun Phonics posted:Isn't that just Defy Danger in a nutshell? Defy Danger is the Ur move, you can resolve just about anything with a slight reskinning of it. As for Wisdom, I consider it to represent your relationship with the world outside your head. Intelligence is your connection with the world inside your head. It works out to be a pretty neat separation.
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# ? Aug 19, 2013 02:44 |
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So, I'm running my first demo game! What character sheets should I bring? I'm probably just going to improv some kind of adventure, but do you guys like any demo scenarios a lot?
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# ? Aug 19, 2013 19:16 |
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TheLawinator posted:So, I'm running my first demo game! What character sheets should I bring? I'm probably just going to improv some kind of adventure, but do you guys like any demo scenarios a lot? I was sold on the demo adventure with the minotaur. It was short, simple and showed how the game does it's gamey things. Characters I dunno about. I liked The Slayer though.
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# ? Aug 19, 2013 20:41 |
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TheLawinator posted:So, I'm running my first demo game! What character sheets should I bring? I'm probably just going to improv some kind of adventure, but do you guys like any demo scenarios a lot? Here are some premade adventures for demos from the DW website: http://www.dungeon-world.com/category/bonus/adventures/ And here are some experiences related to one of those adventures, Drazhu's Slave Pit. And another, the TEMPLE OF UNGU. One Page Dungeons are great sources of inspiration as well. I believe the Minotaur adventure was created for the one page dungeon contest at some point. Just checked, yes, the 2011 contest. Take the basic character sheet and any other sheets you are relatively familiar with - you want to be able to create opportunities for the characters to demonstrate their strengths throughout the adventure. If you create an adventure that depends heavily on magic and sneaking, the fighter might get a little frustrated without an opportune bar to bend or gate to lift. Create opening questions for any class you bring, in the style of Slave Pits or Temple of Ungu - a way to tie each character into the end game in a compelling way. You can do this organically based on the characters that get played at the table, but since you're running what amounts to a one-shot, you can pre-plan at least that much so you can spend your game time coming up with the other fantastic details and twisting what you have. If I were going to improvise the adventure, I'd look at these adventures and get a feel for what helps a game come together - names for everything, details in environments, motivations for characters, and always driving the players towards the finale (assuming they are going that way). It also helps if you can put the players in the middle of some action. Don't start them in the middle of the town, start them running towards the entrance to a dungeon, with something nasty chasing them. Start things active and then feel out your players' pace, and apply pressure with the Hard Moves when necessary. Last note, the treasure cards in the adventures are money - players love getting them, and they love having the choice of either treasure on a card. Being able to physically hand the characters a treasure card is a great tactile experience at the table. If you want to come up with stuff on the fly, fold notecards in half and write a gold/gem/wealth amount on one side and then put whatever magical heart seeking sword, unbreakable wand, or helmet of blinding rage on the other. Good luck! An additional thought - if you are planning on running multiple demos, you really should have a scenario partially planned out, because then every session is kind of like a poem, or like a jazz performance. Each player brings something different and you end up in vastly different places and each encounter has new context and new life. It's kind of amazing to see, and worth a bit of pre-planning. Shamblercow fucked around with this message at 21:00 on Aug 19, 2013 |
# ? Aug 19, 2013 20:45 |
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Mage and druid for sure. Artificer too. I like the open-ended playbooks like those that allow for max destruction (by the GM, when things go wrong). Just read the druid shape shift faq in the OP.
ritorix fucked around with this message at 20:49 on Aug 19, 2013 |
# ? Aug 19, 2013 20:47 |
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I ran Drazhu's a couple weeks back for my regular group and they had a decent time with it. The pit slave class moves are hilarious, and he was easily more effective with his groveling and squirming than the regular "hero" classes were with their spells and backstabs and whatnot. At least until he leaped head first into a chasm for no apparent reason.
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# ? Aug 19, 2013 21:04 |
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Hey, sorry if this has come up a bunch, but I'm new to Dungeon World and have a question. I bought gnome7's Alternate Playbooks, which look really exciting, and I think one of my players wants to play the Mage. But I've noticed some of the tags under the Mage's "Black Magic" move ("Debilitating," in particular) aren't defined either in the playbook or in the core book and I'm wondering if there's anything I'm missing. Admittedly, it took me a little while to cotton on to how free-form the Mage class appears to be--which seems like it fits in beautifully with Dungeon World in general--so I almost certainly am missing something.
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# ? Aug 20, 2013 03:47 |
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Harrow posted:Hey, sorry if this has come up a bunch, but I'm new to Dungeon World and have a question. Nah, I'm a dork who never defined that tag in those playbooks. "Debilitating" is exactly what it sounds like - it means instead of dealing damage you cause some kind of crazy negative effect on them, like wrapping them in chains or putting them to sleep or slowing their time to a crawl.
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# ? Aug 20, 2013 04:09 |
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gnome7 posted:Nah, I'm a dork who never defined that tag in those playbooks. "Debilitating" is exactly what it sounds like - it means instead of dealing damage you cause some kind of crazy negative effect on them, like wrapping them in chains or putting them to sleep or slowing their time to a crawl. Oh, okay, neat. So a player who adds that tag to their Black Magic foregoes doing damage in order to debilitate their target in some way? Nice. Makes it even more flexible. If I wasn't GMing this campaign I'd be playing a Mage for sure.
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# ? Aug 20, 2013 04:14 |
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Finally fulfilling my promise to post in this thread about the Friday night GenCon game. I'd read the rules months ago but never actually played. Ritorix did an awesome job of running the game, I had an absolute blast playing the Ranger, and I picked up a physical copy of the rules the next day. Next step will be running a campaign for some of my lapsed RPG playing buddies.ritorix posted:No one wants to piss off Death, and no one really wants to be the final minotaur, but given the choice, well...every single time I have ever run this, there has only been one survivor: the last minotaur. It makes for a hilarious end to a one-shot con game. Yeah, the cascade of bad poo poo at the end made for a great one shot. I was desperately trying to figure out how to survive while not becoming the Minotaur, then realized "gently caress it, it's not a campaign, I'm cool with ending up as the Minotaur god of the goblins with a hotty princess and my pet cougar to keep me company". quote:Term of the night was "surprise bear". As in, surprise, that little bird that was on your shoulder is now a gigantic bear. Surprise bear still makes me chuckle. The other quote I jotted down was "You get head butted in the rear end by a flaming, charging goat." (After Druid turned into a goat, got set on fire, and accidently(?) charged into the Barbarian). quote:Ranger failed to catch him, Minotaur failed to chop the ranger, so ranger killed the minotaur by stabbing him in the skull as he fell. We are now on Minotaur #4. Like a loving boss. quote:Winner: Ranger. Definitely a Phyrric victory, but I'll take it. quote:Death gave him the same offer and he told Death to go gently caress himself. He wrote "Most Metal Death Ever" in big letters across the character sheet and bid us farewell for the night. Barbarian was hardcore, man I may've been the only PC who never had to bargain with Death, my dice were hot all game. Think I only rolled <7 once all night. Anyway, I'm definitely a convert to the system and am really pleased I got to play, it was at the top of my to-do list for GenCon. Thanks again for running the game Ritorix!
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# ? Aug 20, 2013 13:51 |
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Thinking about it? Barbarian and Druid just did a lot of crap to each other all game. Fire-headed goat druid head-butted Barbarian out the window. Barbarian accidentally stabbed Druid with a flying dagger. Barbarian was the one that got surprise bear'd the first time. (But being awesome, he only face-planted instead of being crushed). It's a shame I couldn't stay until the end, but, man, was getting so tired. I shall never forget KORGON THE MIGHTY. And I'm REALLY happy I got to pick up a physical copy of the book, and play the game I'm pretty sure I could form a group here, but we have like 4 different games running on the weekends @_@
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# ? Aug 20, 2013 16:26 |
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I love the way the playbooks look and I think they're obviously extremely usable as character sheets. But there are a few things for the setting I'm making that would necessitate my either editing playbooks for my players' chosen classes (which I'm not sure I have the chops to do and still have them look presentable) or have them making a mess of them by crossing out things like racial moves and replacing them with more setting-appropriate ones. Is there a nice, elegant way to do that? Or is there a blank character sheet that I'm just not finding my Google fumbling?
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# ? Aug 20, 2013 17:50 |
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All of my players' playbooks are crossed out, penciled in messes of custom moves and useless magic items. It seems to work out fine.
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# ? Aug 20, 2013 18:00 |
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# ? Aug 20, 2013 18:07 |
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Elmo Oxygen posted:All of my players' playbooks are crossed out, penciled in messes of custom moves and useless magic items. It seems to work out fine. Perhaps I'll just take a deep breath and embrace the chaos. What a sexy, sexy cover. Harrow fucked around with this message at 18:13 on Aug 20, 2013 |
# ? Aug 20, 2013 18:09 |
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"I went out and bought a copy the next day" is the best GM compliment.
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# ? Aug 20, 2013 18:28 |
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Harrow posted:Is there a nice, elegant way to do that? Or is there a blank character sheet that I'm just not finding my Google fumbling? Yes, use inDesign on the templates that are on the Dungeon World github and make your own PDFs with blank areas.
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# ? Aug 20, 2013 19:22 |
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I'm at work on the iPad so can't link but there's a link to a word doc method of empty character sheets to edit based off the blank Inkscape ones I put up for the forums. It's somewhere in the last two pages.
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# ? Aug 20, 2013 19:25 |
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I don't want to wait to touch that.
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# ? Aug 20, 2013 19:37 |
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Not to rain on your parade, but I'm not super sold on the back text size or the location of the "a Dungeon World supplement" on the front - the former comes too close to the characters and overlaps with the floating island, and the latter is just placed and spaced weirdly. I'd recommend dropping the fond size on both, it might look better.
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# ? Aug 20, 2013 19:47 |
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Yeah, putting A Dungeon World Supplement in one line might look a little better than splitting the line between Dungeon and World.
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# ? Aug 20, 2013 19:54 |
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ritorix posted:Gen Con GoonWorld stuff This sounds absolutely fantastic. Could I get some of your notes for the Heart of the Minotaur stuff?
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# ? Aug 20, 2013 20:54 |
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Lemon Curdistan posted:Not to rain on your parade, but I'm not super sold on the back text size or the location of the "a Dungeon World supplement" on the front - the former comes too close to the characters and overlaps with the floating island, and the latter is just placed and spaced weirdly. Elmo Oxygen posted:Yeah, putting A Dungeon World Supplement in one line might look a little better than splitting the line between Dungeon and World. I agree! I also had a bunch of comments on the update post about it with some good advice. This looks much better/more professional now:
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# ? Aug 20, 2013 21:40 |
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gnome7 posted:I agree! I also had a bunch of comments on the update post about it with some good advice. This looks much better/more professional now: Now that is a sexy cover. I'm kinda regretting digital only at this point, but seeing as I've yet to find a physical copy of Dungeon World itself yet, I'm not too put out about it.
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# ? Aug 20, 2013 22:23 |
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Now if only it comes out before classes start, I can try and start up a game with the DnD people...
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# ? Aug 20, 2013 23:37 |
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That looks a million times better.
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# ? Aug 21, 2013 00:40 |
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TheLawinator posted:This sounds absolutely fantastic. Could I get some of your notes for the Heart of the Minotaur stuff? Notes? Besides the one page of Heart of the Minotaur, there aren't any! Offhand the only rooms I use from it are the entry, pool (fill with tentacle monster of choice), the trap, the temple, spider boat and lair at the end. Depending on how much time you have, start them off in town and send them towards the lair to rescue someone or whatever.
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# ? Aug 21, 2013 00:46 |
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gnome7 posted:I agree! I also had a bunch of comments on the update post about it with some good advice. This looks much better/more professional now: As others have said, much improved on the original. Can't wait to get my hands on it. Speaking of which, does anyone have any cool Inverse World stories? I'm currently running and playing Inverse World. However, I have to point out that in the campaign I'm playing in my GM decided to throw out most of the established setting over something he considered cooler, i.e. a bunch of air-bubble worlds floating in an infinite ocean, each with their own sun in the middle of the air bubble. We've taken to calling it Immerse World whimsically, and it's basically Star Trek: TOS, except on a submarine instead of a spaceship, so lots of exploring uncharted oceans and boldly going where no one's gone before. My character's a robot who once punched a kraken in the face. Also, he knows space-whale language.
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# ? Aug 21, 2013 02:59 |
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Speaking of kickstarter, what's the story on Grim World? I notice they have shaman, Templar and slayer classes, are they related to the goon playbooks, or a separate project with similar names?
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# ? Aug 21, 2013 03:06 |
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Elmo Oxygen posted:Speaking of kickstarter, what's the story on Grim World? I notice they have shaman, Templar and slayer classes, are they related to the goon playbooks, or a separate project with similar names? I'm really only familiar with the Shaman, but the Grim World playbooks seem to be their own thing. Grim World's not doing much for me, but I'm also sick of the bog-standard DARKER THAN THE DARKEST DARKNESS rpg stuff so folks should probably check it out for themselves.
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# ? Aug 21, 2013 03:33 |
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Elmo Oxygen posted:Speaking of kickstarter, what's the story on Grim World? I notice they have shaman, Templar and slayer classes, are they related to the goon playbooks, or a separate project with similar names? Sage and Adam liked it, and there's a interesting thing they mention in the video called "death moves" that let you do stuff like put your soul in a magic item when you die.
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# ? Aug 21, 2013 03:41 |
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Evil Mastermind posted:Sage and Adam liked it, and there's a interesting thing they mention in the video called "death moves" that let you do stuff like put your soul in a magic item when you die. This first came out in The Regiment and it worked pretty cool, but not something you obviously want to happen. Also the playbooks seem pretty different and only share names, although it looks like the Slayer's arsenal is taken wholesale from The Gladiator.
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# ? Aug 21, 2013 03:46 |
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Ratpick posted:As others have said, much improved on the original. Can't wait to get my hands on it. I'll post my trip report that I ran using only the classes and the blurb on Kickstarter. quote:Inverse World Trip Report!
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# ? Aug 21, 2013 05:49 |
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# ? Jun 7, 2024 09:18 |
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For reasons unclear to me, I was compelled to build a little dungeon world hack of my own over the past two weeks. First readable draft. Somewhere along the way I ended up eschewing class playbooks in favor of- presumably- just differing equipment and tactics, but I suspect it'll need work. I'm in the process of trying to make a little listing of items and tags, then on to defining monsters.
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# ? Aug 21, 2013 06:20 |