Yeah, you never really solve a problem with Ritual. You just trade one problem for another.
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# ? Oct 11, 2013 20:46 |
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# ? Jun 8, 2024 05:56 |
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As lemon said! I find ritual most interesting with targeted, immediate effects, e.g. "bind a demon into my face" or "infect the pirates with plague". If you do want to specifically craft something using the Ritual framework, the DW creators posted this on google+: quote:Crafting Magic Items Escortmission, that class looks ! Love the idea of a fairly agile combat class that's also obnoxious.
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# ? Oct 11, 2013 20:47 |
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EscortMission posted:The Lance I dig the class, but the intro text is a little confusing. I'd re-write it with the assumption that someone who's never touched a roleplaying game will be using it to get a feel for the class. "Where you grew up -the streets, the gutters, the alleys, wherever- wasn't nice. You survived by being the meanest, dirtiest, and quickest bastard around. Now you've made it out. But you'll never forget how to survive. After all, isn't life just a game of who can stay alive the longest? Your friends don't understand. But who cares? If they were from, where you were from, they'd be loving dead."
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# ? Oct 13, 2013 22:30 |
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I'm going to be releasing Pirate World on Kickstarter in, like, two weeks! On Monday the 28th October. WIP of the cover by awesome goon madsketcher: Check out Hirelings:, here's a page of vaguely monstrous dudes to hire, and they're also totally useable in a normal game of Dungeon World too. I'm kinda fond of the Fat Merchant. Also, here's a preview of The Alchemist. Originally developed here! It's a lighthearted and explosive DW supplement all about pirates, volatile gods and hungry monsters. If you ever wanted to play a class that's a bit of a misfit, this is the supplement for you! It'll be filled to the brim with ridiculously cool stuff (and awesome artwork). Here's the three core concepts: quote:7 Core Classes - The Alchemist, The Avatar, The Brute, The Fanatic, The Pirate, The Reefmonger, The Witch Doctor I'll post more playbooks than The Alchemist up later for criticism; this thread has been invaluable in the past and I'd love to show you guys what it all looks like! Especially the Reefmonger (summon eldritch horrors from the depths at the cost of your sanity) and the Avatar (invoke the gods to possess you!). The Supreme Court fucked around with this message at 00:30 on Oct 14, 2013 |
# ? Oct 14, 2013 00:08 |
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Shamblercow posted:I created a bunch of magical and mundane items for use in a Dungeon World adventure, formated as split magic cards. The idea is that when you hand out treasure, the player chooses one side and either folds the card over or tears off the one they desire. There are 24 cards, or 48 items, enough to last for a good while. I'm sure they could use some improvement, and I also took a few items from Jason Morningstar's adventures, but I also figured it could be useful for anyone thinking of running a game and looking for some quick loot. This is awesome. I love the magic item system in DW, and I give them out fairly often, but I love to see what other people come up with. 2 Ornate Copper pieces - Completely worthless in almost any RPG ever, possible campaign starter in DW. I love it.
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# ? Oct 14, 2013 00:50 |
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The Supreme Court posted:Hirelings - Totally different focus from DW. Instead of augmenting the character, Pirate World Hirelings have very simple mechanics that give the player another cool tool to mess around with. I'm really happy to see this, because, I feel the Ranger's AC and Hirelings are things DW doesn't do well. edit: corrected pre-coffee syntax. Ich fucked around with this message at 05:57 on Oct 14, 2013 |
# ? Oct 14, 2013 01:47 |
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The Supreme Court posted:I'm going to be releasing Pirate World on Kickstarter in, like, two weeks! On Monday the 28th October. How much content are you going to have? Is this going to be a bigger book, or something like Planarch Codex? I plan on droppin' some bills on you either way because I am really into all these DW supplements coming out lately.
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# ? Oct 14, 2013 03:48 |
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The Supreme Court posted:I'm going to be releasing Pirate World on Kickstarter in, like, two weeks! On Monday the 28th October. Looks interesting. I found the checkboxes for Hireling loyalty very confusing. What if you arranged them like this [] [] | [] | [] [] (-2 through +2). That way it's clear whether a Hireling's loyalty is positive or not. Also, I think the Alchemist's 'Find immortality's secret' drive needs work. It's unlikely you'll be ticking that most sessions, right?
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# ? Oct 14, 2013 04:19 |
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Any EU goon knows where I could buy DW online? I'd like the physical book, but here in Spain you can't find anything unless it has been translated (and I'd rather have it in English, anyway), so I have to look elsewhere. Preferably a store that ships from continental Europe, since shipping from the UK is usually pretty expensive. But UK is fine if there's nothing else available. I started a campaign with two friends the other day. One of them was playing the Artificier, the other the Warlock. I was GM'ing, and the setting was Eberron world. In short, here are some highlights: - They got separated as an airship crashed the bridge they were on. - The warlock had to deal with a steampunk woman with a mounted machine gun, while the artificer struggled against a Halfling barbarian and his pet Pterodactyle. - Said Pterodactyle was set aflame, right before dropping the artificer to a certain death. - The artificer used his Magnetic glove to pull himself to the airship, but landed face-first into the airship's fire elemental ring. - The last shot of the mounted machine gun ricocheted off the artificer's electric shield and kick-started the airship, with just enough power to start heading off the bridge. - At one point the warlock was attacked by a raging halfling on top of a flaming pterodactyl - The warlock ended up falling to his certain death, crashed against a (way, way) lower bridge, left a "warlock shaped" crater, and rolled a 10 on his last breath, managing to live. It was a single fight, but what a fight. It was the player's first time with DW and they were very pleased. As for classes, the artificer was super happy, but the warlock felt like he was lacking some oomph. He used his minion to help him a lot, but at the end of the day he felt a lot less cool than the artificer.
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# ? Oct 14, 2013 09:51 |
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You're pretty screwed for ordering English-language games from anywhere in Southern Europe. Germany or the Netherlands, maybe, if someone knows a German/Dutch FLGS that ships internationally and has DW? For the UK, Leisure Games stock it and their international shipping is pretty cheap IIRC: http://www.leisuregames.com/cgi-bin/sh000001.pl?WD=world%20dungeon&PN=Dungeon-World--Sage-Kobold-%2ehtml#a59632 Although it might be worth emailing them to check stock. For some reason that's marked as "pre-order," which it was back when the first print run had run out, but I was pretty sure people have bought copies from LG since the second print run was made available.
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# ? Oct 14, 2013 09:58 |
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Hugoon Chavez posted:Any EU goon knows where I could buy DW online? http://www.sphaerenmeisters-spiele.de/ if you think shipping from Germany would be cheaper. This is just a recommendation from a friend in France, I have never used them personally.
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# ? Oct 14, 2013 18:27 |
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Sanglorian posted:Looks interesting. I found the checkboxes for Hireling loyalty very confusing. What if you arranged them like this [] [] | [] | [] [] (-2 through +2). That way it's clear whether a Hireling's loyalty is positive or not. The Alchemist's drive is really working towards immortality; I should make that more clear. Overemotional Robot posted:How much content are you going to have? Is this going to be a bigger book, or something like Planarch Codex? I plan on droppin' some bills on you either way because I am really into all these DW supplements coming out lately. It should be huge! 60-80 pages, full colour and (hopefully) hardback. The PDF version is likely going to be significantly larger still.
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# ? Oct 15, 2013 00:07 |
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The Supreme Court posted:That's a drat good idea, thanks! It had needed a bit of fixing. Going into pagecounts from Inverse World, just writing up 7 playbooks into good formatting will run you 100+ pages. Just a heads up that you're probably looking at 150-200 pages before you realize it, if you're making the book the same size as Dungeon World, Dungeon Planet, and Inverse World (I recommend it). I projected Inverse World would be about 150 pages in my initial drafts. It is currently nearing on 400.
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# ? Oct 15, 2013 03:15 |
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That's... good to know! I've been chopping, editing and cutting like mad to keep the book on track for 60-80 pages, but it's proved maddeningly frustrating so far; it's just too low a target. Doubling the PirateWorld pagecount would give me space to fit most of it in and still keep the costs feasible, though on the high end. On a much more fun note, here's a preview for one of the PirateWorld classes: The Reefmonger, a lovecraftian wizard who summons eldritch horrors and lightning storms at the cost of his sanity. Not quite the final version: I've got a redraft of the Path to Madness in progress, but it's on another computer! It should also hint at the background system. Cannibal, Cultist and Necromantic have all been a lot of fun to write! I'm pretty sure this guy is quite different from the goon insanity systems (especially with the redraft), but let me know if I've subconsciously aped anything and I'll fix it.
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# ? Oct 15, 2013 12:43 |
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I like it! I don't like the "crackling energy" look, though - I think "luminescent pustules" would work better if I'm getting your aesthetic right. I really like the debilities you wrote for Path to Madness! A few of them could use some work but you're already writing that redraft aren't you? I think Dredge the Deep could use some work. Instead of "fast", consider "non-euclidean" - they don't just run around, they do the Hounds of Tindalos thing. Instead of "hungry", consider "voracious", "all-devouring". I want to say you should include "phantasmagoric" but you'd have to come up with a suitable replacement for "phantasmic". Consider something like "hypnotic" - but I think "hypnotic" is a bit dry. "Mesmeric"? Add "squamous" too. And think about these: "Vaporous", "Pestilent", "Mutagenic", "Shrieking", "Whispering", ". I'm also wondering whether you wrote Dredge the Deep as a combat move. It might be worth expanding it into a general use "make a horrible hireling" move - summon strange, inhuman monsters to do stuff for you in return for sating their otherworldly thirsts, risk them getting loose and making havoc, dragging your daughter's husband to the deeps and so on. Some kind of Ritual-esque "infernal bargain" move. In regards to Storm From an Empty Sky, what are you going for here? Do you want to Reefmonger to summon regular storms or weird, hosed up abyssal storms? Do the abyssal storms come later in the form of an advanced move? If I was you I'd include a hint of the unnatural in the starting move - ghost lights and strange keening from beneath the waves. Maybe you can kick up waves too? Turn the sea to unearthly ichor? Rain black blood of corruption? Mutagenic lightning? Who knows! I don't know if hold's the most appropriate mechanic either. It just doesn't last long enough and the ongoing effects of the storm are poorly defined. And how intense is the storm? What happens when your hold runs out? Does the storm just disintegrate? Are you allowed to summon another one straight after? The worst thing is that all the stuff you've got to spend your hold on is really underwhelming. I'm not sure what you could replace it with - maybe something like the Mage's Black Magic? If I was you I'd either reduce the scale of the storm or increase its duration, its cost and its potence. My only problem with The Abyss is that all but the first two debilities off Path to Madness don't really function with NPC mechanics. I'd definitely like to see that Path to Madness redraft. I'm pretty much an amateur when it comes to writing mechanics but I hope some of this helped!
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# ? Oct 16, 2013 07:33 |
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I've been playing a lot of Gauntlet with my son lately, and thought it might be fun to maybe put this into my DW game--waves of monsters, keys just laying out in the open, and color commentary from whatever monstrous overlord put them in there in the first place ("Wizard needs food badly!") Problem is, I don't really have any ideas on how to do so, or even if it would be that feasible. Has anybody else ever thought about this or have ideas on the subject?
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# ? Oct 20, 2013 03:53 |
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Everything Counts posted:I've been playing a lot of Gauntlet with my son lately, and thought it might be fun to maybe put this into my DW game--waves of monsters, keys just laying out in the open, and color commentary from whatever monstrous overlord put them in there in the first place ("Wizard needs food badly!") Problem is, I don't really have any ideas on how to do so, or even if it would be that feasible. Has anybody else ever thought about this or have ideas on the subject? The color commentary is the easy part, the GM just needs an appropriately witty and sadistic tone. The hard part is making what amounts to a long chain of monster fight after monster fight interesting- in DW, it's generally easier to keep the players moving from one unique scenario to another if you want to keep things fun.
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# ? Oct 20, 2013 06:10 |
My friends and I just started playing DW for the first time last night. I choose The Mage class and I have a few questions about how some of its spell casting works. *Cast A Spell has a consequence where I take -1 ongoing to INT until I have time to clear my head. Can I stack this from multiple spells casts? Next level (3) I will have 18 intelligence which gives me +3 INT. With a stun debility and a -1 ongoing from spell casting I would have +1 to Cast A Spell so in most cases I would never have less than +1. This would seem to make the Spell Focus bonus to aligned spells (aligned spells can not have less than a +1 bonus) mostly useless as I would still have at least +1 at all times. If I could stack the -1 ongoing consequence, if I cast a lot of spells in a short time I could get a big -n ongoing to spell casting for unaligned spells while still having a +1 to aligned spells, forcing me to choose my spells more wisely. *My spell focus is The Tower which is opposed to using magic to escape or flee. During our session we were attacked by some guys in a moving castle and had to run away or be overwhelmed by guards. We were in a desert so as we were running I cast a spell to create a mirage of empty desert around my group. Is this spell opposed to my focus? My argument for the spell is that we were already running away and my spell was not directly aiding or causing us to be running away but instead it was protecting us from harm which is an aligned element to my spell focus. If I had instead tried to teleport us away or make us run faster that would be directly enabling or causing us to flee and I would be unable to cast that spell. *Cast A Spell VS Black Magic- I do not have the Black Magic ability and thus can not cast spells to inflict pain unless I use the Black Magic option of Counterspell. At one point in the session I was being swallowed by a monster and Cast A Spell to make my stick wand grow a bunch of thorns down into the monster's throat. I rolled 7-9 and one of the consequences was "Your spell affects either much more or much less than you wanted it to." The GM had the thorns grow way too much and caused the monster to explode and damage me and one of my allies. Would things like this be considered directly inflicting pain? I am not throwing fire or lightning at a creature, I am merely causing my stick to grow pointy thorns while it just so happens to be inside of a monster.
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# ? Oct 20, 2013 15:39 |
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Machai posted:My friends and I just started playing DW for the first time last night. I choose The Mage class and I have a few questions about how some of its spell casting works. -1 ongoing always stacks with itself, yeah. quote:*My spell focus is The Tower which is opposed to using magic to escape or flee. During our session we were attacked by some guys in a moving castle and had to run away or be overwhelmed by guards. We were in a desert so as we were running I cast a spell to create a mirage of empty desert around my group. Is this spell opposed to my focus? My argument for the spell is that we were already running away and my spell was not directly aiding or causing us to be running away but instead it was protecting us from harm which is an aligned element to my spell focus. If I had instead tried to teleport us away or make us run faster that would be directly enabling or causing us to flee and I would be unable to cast that spell. I'd call that opposed, actually. It's not so much the intent of the spell as the intent of the caster. Like, if you're The Dragon and you want to breathe out a welding torch to stick an iron golem back together? Doesn't matter that the flame would be harmful to most things, you're still mending/repairing, and that's opposed to your focus. quote:*Cast A Spell VS Black Magic- I do not have the Black Magic ability and thus can not cast spells to inflict pain unless I use the Black Magic option of Counterspell. At one point in the session I was being swallowed by a monster and Cast A Spell to make my stick wand grow a bunch of thorns down into the monster's throat. I rolled 7-9 and one of the consequences was "Your spell affects either much more or much less than you wanted it to." The GM had the thorns grow way too much and caused the monster to explode and damage me and one of my allies. Would things like this be considered directly inflicting pain? I am not throwing fire or lightning at a creature, I am merely causing my stick to grow pointy thorns while it just so happens to be inside of a monster. You can't Cast A Spell with the intent to do direct damage, but if the GM interprets one of the downsides of your spell as damaging yourself or others, that's legit.
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# ? Oct 20, 2013 20:18 |
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Magic is a wily force that does what it pleases, magus. Its power cannot be contained or tricked, only guided. A lot of the Mage's strength lies in the subtleties. While causing an illusionary distraction could be opposed to the Tower, I don't see why raising a series of sandstone walls in a desert to act as temporary bastions would go against its principles, even if you plan on abandoning them.
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# ? Oct 20, 2013 21:22 |
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The Supreme Court posted:That's... good to know! I've been chopping, editing and cutting like mad to keep the book on track for 60-80 pages, but it's proved maddeningly frustrating so far; it's just too low a target. Doubling the PirateWorld pagecount would give me space to fit most of it in and still keep the costs feasible, though on the high end. The only Kickstarter I won't pledge and then back out of because I'm poor is a Dungeon World Kickstarter. And I like the way this one is shaping up IMMENSELY.
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# ? Oct 22, 2013 23:16 |
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Hey guys, I just ran my first game of Dungeon World on Monday with an awesome group of brand-new players and had a blast despite winging it with a bunch of the rules (I wasn't that well-informed to begin with and they were learning from me. What we lacked in accuracy we made up for in enthusiasm). We're coming to the end of the initial adventure (the two-hour "Slave Pit of Drahzu" from the website) and will shortly be opening up into a proper campaign with fronts and portents and dooms and all that wondeful jazz, but I have one issue. I'm not a huge fan of handing out XP in itty bitty chunks during adventures, much preferring to announce an "everyone levels up!" at the completion of an adventure or whenever they reach safety. If someone does something especially cool during a game they're rewarded with a re-roll instead of XP. The only problem with this is I don't want to lose the system of forming and resolving bonds with the rest of the party, because it leads to a lot of cool inter-group banter and drama. So my question is, what can I offer my players as incentive for forming and resolving bonds if not XP?
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# ? Oct 23, 2013 02:09 |
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When you resolve a bond with somebody, the next time you help them out you can just give them an extra d6 to roll (they keep the top two).
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# ? Oct 23, 2013 02:46 |
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The main thing you lose from chopping individual xp totals is that the free xp on a 6- means that you can't minmax -- a character with an optimized stat block will advance way more slowly than one with a crappy one. If you don't mind losing that, what you could do is have a shared xp pool, and any time a character gains xp it goes in there; then when there's enough to raise the whole party a level, everybody levels up. E: wait, my reading comprehension sucks. I didn't realise your problem was handing xp out in little chunks, I assumed that you didn't like different players having different xp totals. Whybird fucked around with this message at 08:51 on Oct 23, 2013 |
# ? Oct 23, 2013 08:49 |
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Fargo Fukes posted:I'm not a huge fan of handing out XP in itty bitty chunks during adventures, much preferring to announce an "everyone levels up!" at the completion of an adventure or whenever they reach safety. Without handing out XP in little chunks, you lose XP on a miss (which is supposed to be the "reward" for doing things a lot) as well as making bond resolution meaningless. A single reroll doesn't work as a reward for resolving a bond, since a bond is supposed to be something that defines your relationship with another character, and you'd only resolve it if both characters have had enough character development to make that bond no longer descriptive of their relationship. Honestly, just levelling up every X sessions is a great thing to do in 4E, but it doesn't work in DW. My advice to you is to just use the XP system as-is. Keep in mind that bond resolution is done at End of Session, along with the three questions that also give XP, so it's more like they'll get a chunk of XP at the end of each session along with a constant drip of XP when they roll misses (which they can mark down themselves, no need for you to keep track of that). DW's XP totals are low (8 XP to level from 1 to 2 vs. 16 XP to level from 9 to 10), so it's not like you'll need to calculate XP budgets and plan encounters. Lemon-Lime fucked around with this message at 11:22 on Oct 23, 2013 |
# ? Oct 23, 2013 08:59 |
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Now that I think about it, we ended up ignoring bonds entirely in my game where I used a similar system (gaining a level after clearing a dungeon or other noteworthy achievement). Other than that, it worked well enough, but I'd have to play a game that used the traditional XP system for comparison's sake, and honestly I have higher gaming priorities right now than another game of DW.
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# ? Oct 23, 2013 11:20 |
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Lemon Curdistan posted:Honestly, just levelling up every X sessions is a great thing to do in 4E, but it doesn't work in DW. Nah, it works fine. The second half of my year long weekly DW campaign handled XP this way and we never ran into problems with it. My players pretty much always ignored their bonds after 2 sessions (but managed to roleplay believable character relationships without them) and never worried about min maxing, so it was never an issue.
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# ? Oct 23, 2013 16:34 |
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Elmo Oxygen posted:Nah, it works fine. The second half of my year long weekly DW campaign handled XP this way and we never ran into problems with it.
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# ? Oct 23, 2013 16:39 |
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Elmo Oxygen posted:it works fine Yeah, that is not any kind of definition of "it works fine." Ignoring the bonds is specifically why it doesn't work fine, as they're supposed to be the main thing representing/driving character relationships as well as a big engine for generating stories.
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# ? Oct 24, 2013 00:36 |
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Counterpoint: ignoring the Bonds owns and doesn't have an enormous impact on the game. They're in no way as central a mechanic as Strings in Monsterhearts or even Hx in Apocalypse World and there's no problem with ignoring them entirely.
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# ? Oct 24, 2013 00:40 |
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Yeah, honestly, the group I primarily do DW with kinda uses bonds sometimes but they're usually the first thing to fall by the wayside. The one line that really stands out to me: Lemon Curdistan posted:they're supposed to be the main thing representing/driving character relationships as well as a big engine for generating stories. They're great for generating initial connections between the PCs, but once the game has already started they're, at best, a source of extra XP if you remember to write down that you resolved them after you did what you were already going to do anyway.
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# ? Oct 24, 2013 01:34 |
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Not really sure what else to say, I was never at a loss for character driven stories without bonds, and my players never felt compelled to "resolve" things like "I have tasted his blood and he has tasted mine". If anything, playing without bonds let stories and player relationships develop naturally.
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# ? Oct 24, 2013 02:04 |
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Personally I like setting up Hx for my group and just calling them Bonds. My players chafe at how narrow some of the Bonds are, and become more invested in their interpersonal interactions when they aren't part of the EXP checklist. One EXP one way or another isn't a huge deal in their eyes and it gives them more of an excuse to try new things that they might fail at. Bonds serve their purpose for a game more focused on dungeon crawling or a couple of one-shots, but Hx seems to work for our group a little better.
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# ? Oct 24, 2013 05:13 |
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Does anyone have any recommendations for a playbook that emulates a shonen protagonist? You know, burning spirit, kinda dopey + loves fighting, all about his friends? Obviously you can twist any of these to most playbooks and have it work ok, but one of the nicest things about DW in my experience is how straight each playbook works. If my player (I mostly work with people really new to roleplaying) says "I want to be Luffy/Goku/Adell/whoever" I'd like to be able to slam a sheet on the table and get moving without having to reflavor anything.
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# ? Oct 24, 2013 06:50 |
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Mikan posted:Counterpoint: ignoring the Bonds owns and doesn't have an enormous impact on the game. They're in no way as central a mechanic as Strings in Monsterhearts or even Hx in Apocalypse World and there's no problem with ignoring them entirely. Agreed. DW's bonds are definitely the weakest of all the different mechanics dealing with PC on PC relationships I've seen in PbtA games, and my players always have a hard time resolving their bonds with each other. However, I think a quick way to make bonds more useful to the narrative would be to (as per the player agenda) encourage your players to actively put themselves in positions that put their bonds to the test, or you as the GM doing just that. Countblanc posted:Does anyone have any recommendations for a playbook that emulates a shonen protagonist? You know, burning spirit, kinda dopey + loves fighting, all about his friends? Obviously you can twist any of these to most playbooks and have it work ok, but one of the nicest things about DW in my experience is how straight each playbook works. If my player (I mostly work with people really new to roleplaying) says "I want to be Luffy/Goku/Adell/whoever" I'd like to be able to slam a sheet on the table and get moving without having to reflavor anything. Gnome's True Friend fits the part about being all about their friends, but I also think that the Survivor from among the Inverse Playbooks would fit the bill: the Survivor works best when they are defending those they care about, and a lot of its abilities emulate a type of shonen protagonist (albeit the dark and brooding type). The Survivor definitely has the burning spirit and is good at fighting. Ratpick fucked around with this message at 09:09 on Oct 24, 2013 |
# ? Oct 24, 2013 09:04 |
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EscortMission posted:Personally I like setting up Hx for my group and just calling them Bonds. What is Hx? I'm unfamiliar with the term.
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# ? Oct 24, 2013 23:17 |
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Overemotional Robot posted:What is Hx? I'm unfamiliar with the term. Hx is the relationship stat from Apocalypse World. You have a value between -3 and +3 for each character other than you, and you mark XP and reset the value to -1 or +1 whenever it would drop or rise out of that range, respectively.
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# ? Oct 25, 2013 00:00 |
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My players had trouble with bonds because they always tried to resolve them in one session and it felt really awkward and forced until they slowed things down a bit.
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# ? Oct 25, 2013 10:50 |
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Hey, I'm starting up an ongoing DW game this weekend, and I think I have ideas for most of the GM moves, but I'm having trouble thinking of interesting baragins for the Last Breath move. What are some examples of Last Breath bargains you guys have used in your games?
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# ? Oct 25, 2013 16:01 |
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# ? Jun 8, 2024 05:56 |
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EnjoiThePureTrip posted:Hey, I'm starting up an ongoing DW game this weekend, and I think I have ideas for most of the GM moves, but I'm having trouble thinking of interesting baragins for the Last Breath move. When I played at GenCon (since the game was a one shot) the bargain was to give Death the soul of someone important to me in a reasonably-quick time span. Naturally this meant killing one of my party members. Probably wouldn't work for a long-term campaign unless you were interested in starting a long chain of "The barbarian killed you? Alright uh you can live again if you kill the Ranger, who will, in turn, have to kill the Paladin." I guess you could just limit it to non-party members.
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# ? Oct 25, 2013 16:10 |