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Hubis
May 18, 2003

Boy, I wish we had one of those doomsday machines...

Penguin Patrol posted:

Gammapocalypse World!

Adventure Time!

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RSIxidor
Jun 19, 2012

Folks who can't handle a self-reference paradox are real suckers.

Penguin Patrol posted:

Gammapocalypse World!

I'm also amused that you might consider calling it Apocalypse World.

Sears Poncho
Oct 8, 2011

RSIxidor posted:

I'm also amused that you might consider calling it Apocalypse World.

End of the World World

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Penguin Patrol posted:

Gammapocalypse World!

World Gamma

MadRhetoric
Feb 18, 2011

I POSSESS QUESTIONABLE TASTE IN TOUHOU GAMES

Mendrian posted:

All of that makes a great deal of sense. What I'm struggling with is that at some point you have follow through on your implications. How much damage does a boulder do? Does it do the same damage as the monster's standard damage? If so then it's always the same regardless of what I threaten. What happens when a zombie does 'Eat Flesh' on a PC? Do they just deal their damage?

I guess what confuses me is that we have a relatively small number of widgets to work with - we have HP, we have debilitating conditions, and we have things like -1 Forward or Ongoing. So what would you do with the following:

GM: The zombie stumbles forward, his teeth dripping with blood and viscera. He raises his head to bite. What do you do?
PC: I try to hit him in the head with a hatchet, take it off at the neck. Gotta aim for the head, after all.
Rolls: 4

What would you do? This is a call for a hard move if ever there was one. But do you just Deal Damage? How would you turn 'Eats Flesh' into a mechanical widget? Would you use one of the small list of available widgets or would you invent something wholesale?

This is actually the biggest falling down point with Powered by the Apocalypse games for new MCs: the long and short of it is that there are no real hard and fast mechanics for what you do in this situation. It's all up to what you feel is appropriate. Once you get into the swing of things, it's excellent, but you're making up what happens ad-hoc on the spot. That's overwhelming as hell, especially if you don't have a storygaming or improv background.

The GM moves are guidelines for what you can do, and the exact move you make can either straight up be one of those moves or something flavorful that plays off of that move. In your example, the PC missed their Hack and Slash roll. This means the GM gets to make a hard move. That's anything on the list of GM Moves as long as it follows from the fiction and (this is important) it is final.

For example: the soft move would be: "The zombie is about to gouge your flesh with its putrid teeth, what do you do?" while the hard move is: "The zombie's teeth gouge into your your flesh; you feel the supernatural rot burning in your blood. What do you do?"

neonchameleon
Nov 14, 2012



Ran my first game of Dungeon World last night - and it went well. The highlight of the session was almost certainly the "Death from Above" - the druid in sparrow-hawk form divebombing the redcap ambusher who was lurking on the roof, and ... suddenly bear. Fails defy danger to stay on the roof, but manages to sweep the redcap with it, leading to a very very flat redcap and a bruised and stabbed druid.

Real highlight of the night was how fluid the players who don't like rules found it.
Low point of the night: Discern Realities.
Must do better as MC: Defy Danger, giving people options on a 7-9.

neonchameleon fucked around with this message at 11:49 on Sep 17, 2013

PerniciousKnid
Sep 13, 2006

MadRhetoric posted:

This is actually the biggest falling down point with Powered by the Apocalypse games for new MCs: the long and short of it is that there are no real hard and fast mechanics for what you do in this situation. It's all up to what you feel is appropriate. Once you get into the swing of things, it's excellent, but you're making up what happens ad-hoc on the spot. That's overwhelming as hell, especially if you don't have a storygaming or improv background.

The GM moves are guidelines for what you can do, and the exact move you make can either straight up be one of those moves or something flavorful that plays off of that move. In your example, the PC missed their Hack and Slash roll. This means the GM gets to make a hard move. That's anything on the list of GM Moves as long as it follows from the fiction and (this is important) it is final.

For example: the soft move would be: "The zombie is about to gouge your flesh with its putrid teeth, what do you do?" while the hard move is: "The zombie's teeth gouge into your your flesh; you feel the supernatural rot burning in your blood. What do you do?"
Not an expert, but I would use some combination of these as my zombie bite hard move:
Deal damage
Disability
Disable the targeted limb
Commence grappling
Infect with disease

Damage is almost a must, and making the victim Weak or Shaky in addition to situational difficulties using both hands conveys the idea conveys the idea of a damaged limb. Having a jaw clamped onto one's arm leads into future actions, and of course they're diseased until they get help in the form of holy water, a magic dispelling ritual, a year-long quest for the Curing Stone or whatever seems appropriate.

Maybe I've been reading too much The Walking Dead, but I feel like a bite from a zombie should be more interesting than just doing damage; that's why I would want to make such a hard move. As a consequence, I would probably not go straight to the bite on the first failed roll. First I would telegraph the danger of engaging zombies in melee, then have the zombie grapple the player (and do damage), and if the player failed to escape then I'd follow up with the bite. If I wanted my zombie bites more commonplace, I'd restrict it to just rolling damage and maybe add a "Sick until cured" effect (and jaw-grappled).

Elderbean
Jun 10, 2013


neonchameleon posted:

Low point of the night: Discern Realities.

How often was it being used? I had trouble with it at first because my players and I were treating it like a spot check in any other RPG. They used it constantly, even though I never had any concrete information for them.

It’s only supposed to be used when they closely examine something, when what they learn could drive the fiction forward. You also don’t have to come up with something everytime they use it. If there’s nothing there, there’s nothing there. If no one is in charge, no one is in charge.

Elderbean fucked around with this message at 14:57 on Sep 17, 2013

Lemon-Lime
Aug 6, 2009

Mendrian posted:

All of that makes a great deal of sense. What I'm struggling with is that at some point you have follow through on your implications. How much damage does a boulder do? Does it do the same damage as the monster's standard damage? If so then it's always the same regardless of what I threaten. What happens when a zombie does 'Eat Flesh' on a PC? Do they just deal their damage?

I guess what confuses me is that we have a relatively small number of widgets to work with - we have HP, we have debilitating conditions, and we have things like -1 Forward or Ongoing. So what would you do with the following:

GM: The zombie stumbles forward, his teeth dripping with blood and viscera. He raises his head to bite. What do you do?
PC: I try to hit him in the head with a hatchet, take it off at the neck. Gotta aim for the head, after all.
Rolls: 4

What would you do? This is a call for a hard move if ever there was one. But do you just Deal Damage? How would you turn 'Eats Flesh' into a mechanical widget? Would you use one of the small list of available widgets or would you invent something wholesale?

People seem to be forgetting the cardinal rule:

THE FICTION COMES FIRST

You are not limited to HP, debilities and -1. Those are mechanics that help represent fictional effects. If a character has a broken leg, they have a broken leg. The consequences of that broken leg are in the fiction first: it's incredibly painful for them to walk and impossible without a crutch, they can't run or jump or carry heavy things, they can't trigger moves where the trigger would need them to do stuff that requires two legs, etc. - that's what happens to the character, not "well I guess you're at -1 Str." Always begin and end with the fiction, and if there are no mechanical ways of modelling something it doesn't matter, because the fiction is what matters.

How much damage does a boulder do? It does however much damage being run over by a boulder does in your fictional world (which could be "you're dead" or could be "you're a bit bruised" depending on how mundane you want things to be). What happens when the zombie uses its Eat Flesh move? Whatever happens when a zombie eats someone's flesh, as established in the fiction.

Stop thinking in terms of the game mechanics; think in terms of the story.

Lemon-Lime fucked around with this message at 14:57 on Sep 17, 2013

MadRhetoric
Feb 18, 2011

I POSSESS QUESTIONABLE TASTE IN TOUHOU GAMES
But Curdi, the aspects of fiction are the mechanics. The mechanics are also the fiction, especially when you're GM. You have to know your tools to write a good story. Just saying "it's fiction" doesn't help anybody. Fiction has rules; in D-World, those rules are guided by the agendas and codified by the GM moves or the player moves.

It's still a game, and the cardinal rule is new and scary to a lot of neophytes. The game bits are what keep the players' view of the fiction and the GM's view of the fiction on the same page, so the GM really needs to know what to do in situations like this, instead of (or as a supplement to) ad-hoc decisions.

The Gilded Age
Mar 28, 2010
Are there any good DW let's plays, campaign summaries, recordings, or IRC transcripts?

I have played a few times with my friends so far, but I am interested in how other people play it.

Handgun Phonics
Jan 7, 2012

MadRhetoric posted:

But Curdi, the aspects of fiction are the mechanics. The mechanics are also the fiction, especially when you're GM. You have to know your tools to write a good story. Just saying "it's fiction" doesn't help anybody. Fiction has rules; in D-World, those rules are guided by the agendas and codified by the GM moves or the player moves.

It's still a game, and the cardinal rule is new and scary to a lot of neophytes. The game bits are what keep the players' view of the fiction and the GM's view of the fiction on the same page, so the GM really needs to know what to do in situations like this, instead of (or as a supplement to) ad-hoc decisions.

It's still pretty important to keep the fiction superior- if you were to play DW with only an eye for the numbers and dice, with strict, mechanical rolls, the system gets boring. All the good stuff, the meat and flesh of Dungeon World, is in letting things just happen- the mechanics keep it from turning into "no, I have a forcefield / my lightsaber can cut forcefields," to give some ground and records.

Handgun Phonics fucked around with this message at 23:40 on Sep 17, 2013

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


I'm about to start a Dungeon World campaign with some friends and I'm toying with the idea of them being part of a caravan to an unsettled region. Their exact reason for going I plan to leave up the characters whether it's to run from the past, be hired muscle, try and stake a fortune or whatever. But how would you guys suggest reflecting the game world becoming more "civilized" as the game progresses?

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
The steading rules have mechanics for change. I'm sure someone will post mething a bit more in depth, but that's where i'd start.

RSIxidor
Jun 19, 2012

Folks who can't handle a self-reference paradox are real suckers.

Len posted:

I'm about to start a Dungeon World campaign with some friends and I'm toying with the idea of them being part of a caravan to an unsettled region. Their exact reason for going I plan to leave up the characters whether it's to run from the past, be hired muscle, try and stake a fortune or whatever. But how would you guys suggest reflecting the game world becoming more "civilized" as the game progresses?

Change the building types as you go. Temporary structures first, and as a settlement starts to become permanent, wood buildings begin appearing, and then maybe some fortifications in stone, etc.

Trade should increase as well as this goes on.

Sears Poncho
Oct 8, 2011

Len posted:

I'm about to start a Dungeon World campaign with some friends and I'm toying with the idea of them being part of a caravan to an unsettled region. Their exact reason for going I plan to leave up the characters whether it's to run from the past, be hired muscle, try and stake a fortune or whatever. But how would you guys suggest reflecting the game world becoming more "civilized" as the game progresses?

Let them hear about the big city for a while before they actually see it, build up the anticipation for proper civilization as long as you can.

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER
One thing I like the most about compendium classes is how they can speak lots about your setting. I made this one for mine, even if the players probably won't pick it, and it made me think a lot about that specific part of my setting.

Here it is, if anyone wants to comment.

(edit: my setting is a "points of light" kind of world, which had a planar apocalypse 5 years ago, and got merged with tons of other worlds. The Shadow compass society is basically the explorer's guild, trying to draw a map of the new landscape of the world, and its inhabitants)

The shadow compass society explores the world after the Cataclysm. Armed with their wits, their bravery, and a copy of the mysterious artifact, they map the world and expand the frontiers of humanoid understanding.
But the shadow compass is said to hide a terrible secret. Where does the relic come from? How can it navigate anyone in a world were nothing makes sense anymore?


Shadow Compass Wayfinder

When you become a member of the Shadow Compass Society, you can take the next move when you level up:

--Check the Shadow Compass --
When you embark on a perilous journey, there is no need for a trailblazer. In addition, when you Discern Realities, you can now ask "Which way should I go to accomplish my current goal?".

You can now take any of the following moves on level up:

--Unravel the shadows--
When you enter a new general location (such as "the valley", "the mountains", etc) roll + WIS
on a 10+ you immediately know the general shape of the land and up to 3 interesting and previously unknown locations.
on a 7-9 you chose 2:

-You get the general shape of the land, but nothing exact.
-You DON'T attract the attention of a hostile force in the land that likes their privacy.
-You discover one interesting location.
-You discover the location of two interesting locations, but no specifics about their nature.


--True Guidance--

When you let yourself go and use the compass to guide your path, roll +WIS
on a 10+ you are pointed to where you wanted to go, following the safest route.

On a 7-9, choose 2:
-The directions to get there are clear.
-The directions you get follow a safe path.
-You don't leave something behind.
-A strange, shadow presence doesn't follow you there.
-You get pointed to where you intended to go, instead of your heart's desire to go.

"Where you want to go" can be as general as "the city of Burgburgville", or as specific as "the cleanest tavern in the south side of town that's also looking at the bay"

--The paths less traveled--

When you take time to channel your compass right after someone nearby died, roll +WIS.

On a 10+, that someone's soul finds the roads in itself by witch death travels, and manages to come alive out of the ordeal. Death is not happy, though.

On a 7-9, your target chooses one:
-She finds the path, but leaves a part of her behind.
-She doesn't find the path, but gains +1 to her last breath roll after trading the path's knowledge from death.
-She gets lost, and doesn't deal with death, but with -something- else, that offers her a deal.

On a 6-, you are also taken to the gates of death. Roll Last breath.

This move can only be used once on the same target. Each soul has its own secret path, and once death knows you used it, there's no using it again.

Hugoon Chavez fucked around with this message at 08:33 on Sep 18, 2013

Fenarisk
Oct 27, 2005

I really like that, and I plan on running a similar setting (miss mashed fantasy post apoc but its nice and primeval). Compendium classes are so nice after the years of dealing with prestige classes and paragon classes.

Sears Poncho
Oct 8, 2011
I've run into a little dilemma with my gamma world hack, hoping I could get a few opinions. I'm thinking of setting up different 'races' by using a point buy system - instead of having say mutants and cyborgs work in two separate ways, just have a pool of more general abilities to choose from, and let the players decide how it works. For example if you can see in the dark it could be because of some mutation, or you could have some robotic or magic eye.

I like this because it is streamlined and allows for a lot of flexibility - characters won't have to fit into neat little categories, they could be weirdo mutants with cyborg arms instead of having to choose one or the other for example. It also allows for all kind of weird things that might not be covered otherwise. My concern is that I'm just going to end up with a set of rules that is too generic.

I think DW is mechanically capable of running the kind of game I want as it is - the mishmash of D&D and Gamma World. Most things can be handled by fairly simple reskinning (no reason for magic items and ancient technology to work in a fundamentally different way, for example). Since most of the actual rules I'm throwing in are in the character creation I'm conflicted as to whether is better to provide a more general set of options at the expense of flavor or not.

PerniciousKnid
Sep 13, 2006
Does anyone have suggestions for movies/books/graphic novels to help me fill my head with ideas for future GMing?

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


PerniciousKnid posted:

Does anyone have suggestions for movies/books/graphic novels to help me fill my head with ideas for future GMing?

Have you read Skullkickers and the (I think cancelled) IDW Dungeons & Dragons comics?

madadric
May 18, 2008

Such a BK.

PerniciousKnid posted:

Does anyone have suggestions for movies/books/graphic novels to help me fill my head with ideas for future GMing?

The upcoming Rat Queens may scratch that itch for you.

http://www.comicbookresources.com/?page=preview&id=17136

EscortMission
Mar 4, 2009

Come with me
if you want to live.

PerniciousKnid posted:

Does anyone have suggestions for movies/books/graphic novels to help me fill my head with ideas for future GMing?

If somebody in my group hasn't watched Stardust, we all sit down, make popcorn, get beers, and watch it again before anyone makes characters for anything.

Conan the Destroyer comes in at a close second, and I also get a lot of mileage out of Avatar: the Last Airbender.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Sears Poncho posted:

I've run into a little dilemma with my gamma world hack, hoping I could get a few opinions. I'm thinking of setting up different 'races' by using a point buy system - instead of having say mutants and cyborgs work in two separate ways, just have a pool of more general abilities to choose from, and let the players decide how it works. For example if you can see in the dark it could be because of some mutation, or you could have some robotic or magic eye.

I like this because it is streamlined and allows for a lot of flexibility - characters won't have to fit into neat little categories, they could be weirdo mutants with cyborg arms instead of having to choose one or the other for example. It also allows for all kind of weird things that might not be covered otherwise. My concern is that I'm just going to end up with a set of rules that is too generic.

I think DW is mechanically capable of running the kind of game I want as it is - the mishmash of D&D and Gamma World. Most things can be handled by fairly simple reskinning (no reason for magic items and ancient technology to work in a fundamentally different way, for example). Since most of the actual rules I'm throwing in are in the character creation I'm conflicted as to whether is better to provide a more general set of options at the expense of flavor or not.

Since Gamma World was originally mostly a reskin of DnD, I think it's very appropriate that Gamma World World is mostly a reskin of Dungeon World.

I don't think a point buy system is really all that necessary for mutant/tech/psychic powers. Just create a list of cool crazy moves and let every character pick one or two at creation and then describe it however they want.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

EscortMission posted:

If somebody in my group hasn't watched Stardust, we all sit down, make popcorn, get beers, and watch it again before anyone makes characters for anything.

Conan the Destroyer comes in at a close second, and I also get a lot of mileage out of Avatar: the Last Airbender.

Princess Bride. Inconceivable!

Why isn't there a thread for this? Gaming Inspirations.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Sears Poncho posted:

[gamma world hack stuff]

I don't know if you have Adventures on Dungeon Planet, but I highly recommend it. Also, although I'm sure you can use Gamma World tables, if you haven't already, you might like The Metamorphica, which is also by Johnstone Metzger. It's a huge, system agnostic, book of mutations. Roll D1000 for a tremendously random one, or roll or pick from favored tables.

Anyway, I'm interested in hearing about what you end up using.

Sears Poncho
Oct 8, 2011

Bucnasti posted:

I don't think a point buy system is really all that necessary for mutant/tech/psychic powers. Just create a list of cool crazy moves and let every character pick one or two at creation and then describe it however they want.

Point well taken. I think I may have been getting too bogged down with mechanics. I think I see a better way forward now, and should have a proper first draft up pretty soon.

NinjaDebugger
Apr 22, 2008


PerniciousKnid posted:

Does anyone have suggestions for movies/books/graphic novels to help me fill my head with ideas for future GMing?

Labyrinth. Everything you need to know about an amazing dungeon crawl in a single movie.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
I don't think I've seen one of the most iconic pieces of D&D treasure written up for Dungeon World yet; I've had a go at putting it together myself.

The Wand of Wonder

The Wand of Wonder begins the game with a number of charges, which the GM will determine.


When you wave the Wand of Wonder and hope that it will solve a problem you are facing, expend a charge, roll 2d6 and do not add anything.

On a 10+, something unexpected happens to solve the problem, though it's likely that it won't solve it in the way you were expecting.
On a 7-9, something unexpected happens. It solves the problem, but creates a new problem of its own.
On a 6-, the wand makes things worse.


When you wave the Wand of Wonder just to see what it does, expend a charge, roll 2d6 and do not add anything.

On a 10+, something unexpected and obviously beneficial happens, like lighting your weapon on fire or giving you wings made of fallen leaves. Take +1 forward when you use it to your advantage.
On a 7-9, something unexpected happens, but you will have to figure out a way to make it beneficial. If you figure out a way to use it to your advantage, take +1 forward when you use it.
On a 6-, a calamity occurs. It might be an immediate physical threat, a debility, or an entirely new Front with its own Dark Fate and Grim Portents.


When you draw the Wand of Wonder in a settled area and threaten to unleash its power, roll 2d6+CHA.

On a 10+, refraining from waving the Wand of Wonder counts as leverage over anybody with a vested interest in avoiding a swathe of calamity befalling your surroundings.
On a 7-9, they don't believe you and you are forced to unleash a charge from the Wand of Wonder in to prove you mean business. If the area still stands after, you count as having leverage as per a 10+ roll.
On a 6-, or if you will not expend a charge to prove your intent on a 7-9 roll, they decide the best way to keep their home safe is to take the Wand from you by force.

Sears Poncho
Oct 8, 2011
Well, here is a first pass at my Gamma World thing. Still a little rough, plenty of holes to be filled in (especially with regards to items), but I think the basic idea is there.

Really not much to it, my basic philosophy here is that dungeon world is pretty well suited for this type of game as is (with some minor skinning here and there...no reason that a ray gun has to function differently from a crossbow, for example), but hopefully the idea is of use to someone besides me.

wzzard
Nov 11, 2012

Boy, you sure say "damn" a lot.

Hell yeah.
We are streaming DW again, using mostly classes from this very thread. http://twitch.tv/gdscWZZARD/

EscortMission
Mar 4, 2009

Come with me
if you want to live.
Tell me that Grim World getting 666 backers at the end of the Kickstarter isn't some sort of death metal omen. :black101:

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Whybird posted:

I don't think I've seen one of the most iconic pieces of D&D treasure written up for Dungeon World yet; I've had a go at putting it together myself.

The Wand of Wonder


I dig it. I don't think you strictly need the third move though. Lack of leverage would be a problem that you could solve with the first move.

I'd love to see more new magic items.

Lucky Raccoon
Aug 17, 2006

Let's put on our classics and have a little dance shall we?
So this is sort of a general GM question I guess. I have a really great and creative group, but I have one player who gets very discouraged every time I make a tough move and try and challenge her to adapt. She shuts down. For context she's a very new player who is running a thief and has found herself on her own, so I can't just switch to another player while she sorts out what she does/wants to do. Does anyone have experience with this kind of player and/or advice on building a new player's confidence in story game? I'm on the cusp of losing this player, but they always show genuine excitement about the game up until actual play.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

Lucky Raccoon posted:

So this is sort of a general GM question I guess. I have a really great and creative group, but I have one player who gets very discouraged every time I make a tough move and try and challenge her to adapt. She shuts down. For context she's a very new player who is running a thief and has found herself on her own, so I can't just switch to another player while she sorts out what she does/wants to do. Does anyone have experience with this kind of player and/or advice on building a new player's confidence in story game? I'm on the cusp of losing this player, but they always show genuine excitement about the game up until actual play.

Why's she going off alone? Can't anybody from the party go with her?

I mean, that's sounding pretty worst-case-scenario as it lies - somebody new generally benefits from having somebody else in there and dealing with the same things she's dealing with.

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER
Have you talked to her and explained that failure in DW just means more awesome things for the story? Try to get that point across and avoid just Damaging her character.

Just make her understand that there are no wrong actions. So what if it fails, the more hosed up the scene is, the more fun for everyone!

That's pretty common for new players, the fear of not doing what's right and loving things up. DW is actually an amazing system to combat this, since failure isn't binary and you can solve problems in any number of ways.

Also, since she's alone, just go easy on her. Ask for less Defy Danger rolls, get her in situations where the best solution is pretty obvious, and slowly escalate the encounters until she's used to the difficulty. Having her alone is perfect since you won't change the rhythm the other players have.

(and make sure no one is being an rear end in a top hat about it. I don't know your group, but there's often a moron mocking new players because they "don't get it". Talk to them if needed, and let them know you'd go easy on her for a while until she picks up the pace)

Ratpick
Oct 9, 2012

And no one ate dinner that night.

Bucnasti posted:

I dig it. I don't think you strictly need the third move though. Lack of leverage would be a problem that you could solve with the first move.

I'd love to see more new magic items.

Yeah, I also like this, although I too feel that the third move is unnecessary. Having a Wand of Wonder and threatening to use it should be enough for leverage on someone with a vested interest in maintaining order in the area, although I like the idea that on a 7-9 on the Parley the enemy calls your bluff and to actually get them to do what you want you have to go through with your threat and risk something hilarious/catastrophic happening. :)

EDIT: Incidentally, I prefer Monsterhearts' Manipulate an NPC to DW's Parley, because the 7-9 result is much less ambiguous but also more likely to lead into interesting situations: the MC tells the player what they have to do to get the NPC to do what they want. In this case it'd be that the character has to demonstrate their willingness to actually use the magic wand they are using as a threat.

Ratpick fucked around with this message at 14:26 on Sep 20, 2013

WhitemageofDOOM
Sep 13, 2010

... It's magic. I ain't gotta explain shit.

Hugoon Chavez posted:

Have you talked to her and explained that failure in DW just means more awesome things for the story? Try to get that point across and avoid just Damaging her character.

At this point my feelings are in order of good.

10+ I succeeded i'm awesome!
6- I failed i get exp and poo poo explodes!
7-9 oh, huh, i guess that's ok

Elmo Oxygen
Jun 11, 2007

Kazuo Misaki Superfan #3

Don't make me lift my knee, young man.

Lucky Raccoon posted:

and has found herself on her own, so I can't just switch to another player while she sorts out what she does/wants to do.

Why not? Switching between scenes at big dramatic decision points is one of the hallmarks of DW gameplay.

"You took the golden statue off of its pedestal but hear a mechanical trap being triggered! The room begins to shake and something large is moving just behind the great stone slab opening over your head. The statue is heavy and difficult to move with, but you also know it contains great powers. Think of what to do and we'll come back to you in a few minutes while the rest of the party finishes off their kobold ambush."

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Androc
Dec 26, 2008

Y'know, the 'bag of books' item isn't very interesting as it's presented by default (a situational +1 to spout lore). What if, instead, you had something like:

Grimoire of Magical Beasts: When you use this item, you may make one statement that reasonably falls under the title's purview. That statement is now true, and always has been.

It would be sort of cool to have rare books as a treasure the PCs value and chase after.

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