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TheDemon posted:although disguising isn't essential to supervillainy, I've never once seen this class played without disguising. Probably because it comes with a disguise kit, which is too tempting to ignore! But if the DK wasn't there, I don't think anyone wouldn't know what to do with the class, or feel lacking for options. Not that it's explicitly WRONG for the class or anything, it's just that disguising seems more essential to a class like the Charlatan, for example.
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# ? Apr 3, 2014 02:50 |
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# ? Jun 8, 2024 04:46 |
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Ironically, I put the Disguise Kit in the class originally to encourage people to disguise themselves...
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# ? Apr 3, 2014 02:51 |
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KillerQueen posted:I wouldn't do this, because it then becomes two rolls for one action, which I don't feel should ever be a thing in Dungeon World. Except for casses where a DD is required, yes. If there's ever a doubt as to whether a creature is part of the Druid's chosen domain, the DM decides (keeping in mind the "be a fan of your PCs" principle).
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# ? Apr 3, 2014 08:18 |
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So guess what's planned for monday.
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# ? Apr 4, 2014 07:01 |
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Rulebook Heavily posted:So guess what's planned for monday. How to plan on implementing this gameplay dynamic into DW's structure?
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# ? Apr 4, 2014 07:03 |
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How to plan on saying intelligible things?
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# ? Apr 4, 2014 07:11 |
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The logo in the lower right says "For Use With Dungeon World" so I think (hope!) I've already figured that part out.
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# ? Apr 4, 2014 07:12 |
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Is it anything like what's included in the Inverse World book? e: Or rather, isn't it you who was included in the IW book?
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# ? Apr 4, 2014 07:20 |
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Yes, on both counts. The rules are exactly the same, so if you own Inverse World you're basically getting several dozen more mounts and vehicles to hack into it. e: Also I have the same cover artist, as it happens, so there's that connection too. Rulebook Heavily fucked around with this message at 07:27 on Apr 4, 2014 |
# ? Apr 4, 2014 07:23 |
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I don't know what's better, that fabulously coiffed Alpaca or the fact you ride the giant dog sidesaddle.
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# ? Apr 4, 2014 07:41 |
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That is a book-selling cover if I've ever seen one. Also: where can I buy Inverse world now? I didn't back it because I'm stupid and forgot, but I'd like to own a copy. Can't find it on rpgnow or the likes, maybe I'm looking for it wrong.
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# ? Apr 4, 2014 07:56 |
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Rulebook Heavily posted:e: Also I have the same cover artist, as it happens, so there's that connection too. That's not true at all! Inverse World's cover art was done by H.P. Heisler, Mounted Combat was done by obfuscobble. Obfuscobble did other super cool artworks for IW, like the Worldeater postcard: Credit where credit's due. Hugoon Chavez posted:That is a book-selling cover if I've ever seen one. Both Amazon and DTRPG are holding up the line on getting prototypes of the printed book into my hands I want to say "it'll be out soon" but I've said that for two months now and I'm getting impatient with it. We're holding back on setting the PDF up for sale until we can also sell the physical books so we can do bundle deals with that.
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# ? Apr 4, 2014 09:06 |
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Ohh, right. For some reason that's even the piece I was thinking of.
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# ? Apr 4, 2014 09:08 |
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gnome7 posted:Both Amazon and DTRPG are holding up the line on getting prototypes of the printed book into my hands I want to say "it'll be out soon" but I've said that for two months now and I'm getting impatient with it. We're holding back on setting the PDF up for sale until we can also sell the physical books so we can do bundle deals with that. Ah, gotcha, guess I'll wait until I can buy the pdf. Man I want to buy the physical copy of DW now that it's actually in stock but the shipping to Spain is crazy, and I never play anyway, so I can't excuse spending the money (to my wife).
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# ? Apr 4, 2014 12:24 |
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gnome7 posted:That's not true at all! Inverse World's cover art was done by H.P. Heisler, Mounted Combat was done by obfuscobble. Obfuscobble did other super cool artworks for IW, like the Worldeater postcard: How do you handle bundling the PDF with the physical book?
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# ? Apr 4, 2014 22:47 |
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Bucnasti posted:How do you handle bundling the PDF with the physical book? When you buy the book, we'd send you the PDF, preferably automatically. Releasing the PDF now would basically mean people who want to get the book would end up paying twice for the PDF, assuming they buy it early and then buy the book, and we'd rather not be rude like that.
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# ? Apr 4, 2014 23:23 |
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Could you sell the pdf now, then send all pdf customers a money off voucher for the book when it's available?
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# ? Apr 4, 2014 23:30 |
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I've been sketching out some ideas for a kind of witcher-type class here. If anybody has any ideas or suggestions they would be much appreciated! Edit: Here's a revised version Syenite fucked around with this message at 08:59 on Apr 6, 2014 |
# ? Apr 6, 2014 01:20 |
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Shukaro posted:I've been sketching out some ideas for a kind of witcher-type class here. If anybody has any ideas or suggestions they would be much appreciated! IIRC that's pretty much the inspiration for the Slayer class.
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# ? Apr 6, 2014 01:32 |
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My usual group hit their early spring slump where school + holidays + real life has dissolved it, so I got some people together and ran a DW one shot. While it worked better than my campaign because the players involved were more story oriented and less "moves first" than my usual group, it really stood out just using the base classes how...boring they are. Not just in terms of some of the slight power creep of recent playbooks but in the moves not being too inspired or a glut of +1 bonus advanced moves. Has there been any attempt/release of third party "core" books, sprucing up the original playbooks to be much more inspired and interesting? I know often times it takes a specific tone or setting to really make a playbook pop but when you compare the original wizard to gnome's new wizards, or the original fighter to something like the slayer, they just seem...dull, and I would have thought by this point new core classes would have been released. I know there's the old timey release by gnome for the alternate paladin/cleric, but even then they don't hold a flame to the newer releases.
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# ? Apr 6, 2014 17:50 |
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gnome7 posted:When you buy the book, we'd send you the PDF, preferably automatically. Releasing the PDF now would basically mean people who want to get the book would end up paying twice for the PDF, assuming they buy it early and then buy the book, and we'd rather not be rude like that. What if someone buys the book at a store like Amazon, or a FLGS? I ask because this is something I want to do with my project in the future and I'm curious about the logistics of it.
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# ? Apr 6, 2014 19:08 |
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I think I've ironed out the details of the Freelance class. It's supposed to be similar to the slayer or similar classes, but with less grimdark and more focus on playing inventively.
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# ? Apr 6, 2014 19:23 |
Shukaro posted:I think I've ironed out the details of the Freelance class. It's supposed to be similar to the slayer or similar classes, but with less grimdark and more focus on playing inventively. Manufacture: I'm not sold on the Research bit. Seems like it'd end up being a lot of bookkeeping and GM playtime/attention dedicated to one person's move. If the player has an ounce of power gaming in them, they'll be researching every drat thing they get their hand on, including the kitchen sink (indoor plumbing!). I do appreciate trying to differentiate it from Ritual though. If you keep it, I feel like you should maybe start with a list of things you've already researched so it's not completely useless out of the gate. Maybe pick 3 from a list of 8 or something. That'd give them something to do with the move at the start and also help give some context for the kinds of things you want Manufacture to be able to do. Right now it's really vague. Specialist Knowledge: The current wording is kind of overlapping with Spout Lore. Does the 7-9 "something interesting" happen in addition to the regular 7-9 Spout Lore result? Or are you just restating the Spout Lore 7-9? Make Preparations: Is it +1 Forward or Ongoing? Attack of Opportunity: The triggers for the other "sneak attack" moves make it clear that they're to be used against defenseless targets, but that isn't really the case here. Like say if you shoot an arrow at a cyclops's eye, that'd technically trigger the move even though that's something that should probably require a roll. Maybe make the trigger something like, "When your attack strikes home at an enemy's weak point or vulerability...".
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# ? Apr 6, 2014 20:41 |
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ImpactVector posted:Seems interesting. A few comments on the starting moves: These are all excellent! 1. I was also trying to think of a way to make this more concrete mechanics-wise, and I think that providing some starting entries definitely helps. 2. When you Spout Lore successfully with Specialist Knowledge you always get something in addition to what the GM says, so I tried rewording it a bit. 3. It's Ongoing until you change what you're prepared for, fixed that. 4. I think that kind of phrasing works a lot better than just attacking a weak point, I changed it up.
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# ? Apr 6, 2014 21:04 |
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Hello again, thread. I'm gearing up to run my first Dungeon World game, and was wondering if the thread had any good advice for making the first session a good one. I've both played and ran a variety of P&P RPGs in the past, so I'm pretty comfortable with the format, and I absolutely love Dungeon World's more abstract take on things. I've also been reading my way through a copy of the the Dungeon World Guide I found on the official site (small world!).
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# ? Apr 7, 2014 14:59 |
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Keep it relaxed, and encourage the players to go wild. The single most important thing, I reckon, is to make sure people are narrating what their characters are doing, then generating moves from that fiction. That said, you're doing the right thing! The guide really is excellent, and has everything you need.
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# ? Apr 7, 2014 15:25 |
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In DW, you're not a Gamemaster, you're an enabler, there to set the stage up for your players to go insane and go from a tabern brawl to cause a cysm between the gods of goodness, in the same scene. Apart from that, if your players are more used to a traditional RPG, take a minute or two before the session to tell them that in this game they are the ones moving the narrative. Abuse the questions "so, you're at the entrance of the dungeon of the Lich Clown, what was it that you were looking for, again?" at first, to get them in the mood.
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# ? Apr 7, 2014 16:56 |
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Read the First Session section of the GMing chapter, then read it again. Take a break, then read it again. Ask tons of questions, both about the PCs and about the world they live in. Create an outline for the setting based on the answers you get. When I run DW my primary method of getting the players to move the narrative along and/or flesh out the details of the setting is by asking questions. "How do you guys figure they get clean water in a city that's floating in the sky?" "As you walk into the tavern, the barkeep shoots the ranger a dirty look, as if to say 'You again?'. What'd you do to him, anyway?"
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# ? Apr 8, 2014 00:03 |
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Bucnasti posted:What if someone buys the book at a store like Amazon, or a FLGS? I ask because this is something I want to do with my project in the future and I'm curious about the logistics of it. I think Amazon supports doing this, but I can't guarantee brick and mortar stores could. I don't know, though, I haven't done the logistics on it outside of first party sources either. Speaking of first party sources. http://rpg.drivethrustuff.com/product/128281/Inverse-World--A-Dungeon-World-Supplement Inverse World is finally for sale! Currently only in PDF format, we'll be getting the physical copy up for sale when we can. In the meantime, anyone purchasing this copy will get a discount when the physical book is out. It is also available in a product bundle with Dungeon World: Mounted Combat: http://rpg.drivethrustuff.com/product/128282/Dungeon-World-Mounts-and-Vehicles-BUNDLE
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# ? Apr 8, 2014 00:51 |
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Oh yeah, turns out Mounted Combat is out too. Surprise! (Get it in the IW bundle, it's a swell deal.)
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# ? Apr 8, 2014 01:09 |
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gnome7 posted:I can't guarantee brick and mortar stores could. I don't know, though, I haven't done the logistics on it outside of first party sources either. Bits and Mortar does something along those lines that might be worth investigating.
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# ? Apr 8, 2014 02:50 |
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So, I'll be starting my Pirate World beta campaign in a couple days. Has anybody else run a PW campaign before, either in real life or PbP/IRC? If you have, do you have any advice or insights for a mostly-new DM?
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# ? Apr 8, 2014 03:09 |
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Just got Mounted Combat, it's great, it has basically any mount you'd need done pretty well, everything gets a unique move or two to make it feel different. A boar rider is different than a sandworm rider and everything seems, on paper, balanced well. Also I've said it before but get Inverse World, it's a delight.
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# ? Apr 8, 2014 03:52 |
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Tollymain posted:How to plan on saying intelligible things? To translate what I said earlier to something legible, "Generally speaking, how are you implementing mounts as a gameplay mechanic?"
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# ? Apr 8, 2014 06:54 |
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Rulebook Heavily posted:Oh yeah, turns out Mounted Combat is out too. Surprise! (Get it in the IW bundle, it's a swell deal.) I had just as much fun reading the quotes in the margins as I did reading the actual supplement. Good job on this one!
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# ? Apr 8, 2014 06:59 |
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Covok posted:To translate what I said earlier to something legible, "Generally speaking, how are you implementing mounts as a gameplay mechanic?" Well the book is out now, but essentially a mount is a very simple and small set of stats (only one of which is represented as a number you have to roll) and 2-3 moves which the player gains access to while riding that mount or occasionally while in its vicinity. In terms of what can happen to mounts, the DM can treat them as equipment for Hard moves and you might be unlucky and lose control of your mount if it gets injured, frightened or similar. They're nice to have, but they're conditional and you can lose access to them relatively quickly. Mounts don't have separate hit points, stat lines or anything like that: everything they can physically do is abstracted down to Size, just like a monster. They have a Control stat representing how good of a mount it is to ride in general, and you will sometimes roll this. Then it has tags (aquatic, burrowing, robot, imaginary etc) and a suggested number of maximum allowed passengers, which is only really important for vehicles. That's it for the vast majority of mounts. The main focus is on ease of play and use rather than getting bogged down; mounts are adjuncts, defining features and niceties for your character, not secondary characters that need a ton of maintenance and rules knowledge. For a more detailed overview, here's a cheat sheet that has the relevant rules, explanations and a couple of examples, made by gnome in a fit of being incredibly cool. Speaking of which, if you have the document this link is in there, and you can try clicking on stuff in the index and table of contents! It's all internally hyperlinked. jivjov posted:I had just as much fun reading the quotes in the margins as I did reading the actual supplement. Good job on this one! Thanks! They were fun to find.
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# ? Apr 8, 2014 07:14 |
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Hugoon Chavez posted:In DW, you're not a Gamemaster, you're an enabler, there to set the stage up for your players to go insane and go from a tabern brawl to cause a cysm between the gods of goodness, in the same scene. Second this. Make it really clear up front how much agency the players have. They generally don't have to ask your permission to do things, or to define the world around them, and they don't have to negotiate to get what they want. That's something players experienced with more traditional games take some getting used to.
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# ? Apr 8, 2014 09:21 |
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I'm so stoked about Mounted Combat. I'm running a game for a bunch of friends today, and since all three of them are huge animal lovers I know they'll love the fact that they can all have pets/mounts straight out of the box. Now I just have to decide on which classes to have on offer for the game.
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# ? Apr 8, 2014 10:02 |
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Rulebook Heavily posted:For a more detailed overview, here's a cheat sheet that has the relevant rules, explanations and a couple of examples, made by gnome in a fit of being incredibly cool. Just reading over this - it's fabulous by the way - but what happens when something with the Ignores Armour tag attacks a vehicle? It doesn't say.
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# ? Apr 8, 2014 10:41 |
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# ? Jun 8, 2024 04:46 |
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Bigup DJ posted:Just reading over this - it's fabulous by the way - but what happens when something with the Ignores Armour tag attacks a vehicle? It doesn't say. Ignores Armor is not piercing, so it still needs to do 10 damage to actually hurt the vehicle. Most Ignores Armor things are explosions, fireballs, or stuff that passes through armor - all things that vehicles are sort of meant to protect you from.
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# ? Apr 8, 2014 11:03 |