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Ich posted:That's some seriously awesome leather armor! But seriously, this is the second time I've seen this in a new playbook recently: 2 armor with no clumsy tag. This is either a very minor oversight that should be corrected, or power creep that should be stopped, because it's pointless and tedious. This was an oversight on my part, thanks for catching it! Bigup DJ posted:Walker on the Path of Ash and Bone is is generally good. Initiate of Blood Magic is pretty dry and boring. The Non-Euclidean Acolyte is generally good. Akashic Theosopher has some interesting moves which probably wouldn't translate into a game too well - eg. Split the River for reasons outline below. Shaman of the Abyssal Dark is cool. Protean Venatori is really cool (my favourite), but far too complicated. Ceteri is great. Apprentice of the Silver Hand is great except for the move which requires you to spend XP, which is abominable for that same reason. Keeper of the Inner Light is boring like the Blood Magic one - it's just number-adders. I won't go point by point on all of them, but thank you so much for the detailed feedback, you're completely right in that a lot of the BCCs are a bit uninspired, most of them were just a footnote (punch wizard!, blood wizard!,spooky wizard! etc.)as I was making mkII, and it totally shows. As for the 'Don't Spend XP for stuff' I'm a bit at a loss for what should be done there, I want the player who chooses that BCC to be the super cool enchanting crafter person, who makes the fighter their own Excalibur. But at the same time I want to a.) differentiate it from just having them do the ritual move to make the magic item, and b.) make sure Mr. 'no sense of right and wrong' isn't just dropping loaded shotguns everywhere, y'know? All that said, I really do know better As it stands now, you've given me a lot of good direction on where to go with them. Super Thanks1
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# ? Jun 30, 2014 02:13 |
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# ? Jun 3, 2024 15:16 |
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Error 404 posted:I won't go point by point on all of them, but thank you so much for the detailed feedback, you're completely right in that a lot of the BCCs are a bit uninspired, most of them were just a footnote (punch wizard!, blood wizard!,spooky wizard! etc.)as I was making mkII, and it totally shows. No problem! Point by point replies suck anyway, they take too much time. Crafting moves are typically Ritual-style moves. Just say 'Crucible of the Perfected Image' can produce magic items or get rid of it altogether and leave it to Thaumaturgy. Maybe do a Signature Weapon-style move in place of 'Master of the Ideal Form', eg. Turn those tags into options, have the player pick 2 when they get the move and say "Spend 1 Focus to blast a weapon full of crazy magic energy - it gains the features you picked until you next Make Camp." You could do the same for armour if you wanted. The Wizard's 'Enchanter's Soul' amplify-a-magic-item effect is cool too.
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# ? Jun 30, 2014 02:24 |
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Bigup DJ posted:No problem! Point by point replies suck anyway, they take too much time. I'm gonna definitely think on that some more, also thanks for linking your exalted thing, definitely going to take some inspiration there.
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# ? Jun 30, 2014 02:37 |
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Since we're doin' playbook critiques I thought I'd offer this up. Compendium classes for a game I never got to run at Origins. Ossian's Eleven; or, Temple of One: What's Yours Is Divine.
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# ? Jul 1, 2014 15:24 |
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I worked on my Tarot Reader some more. What I'm looking for is critique of what I have currently penned down, and any sources of inspiration you might have for more moves. Characters that use cards/gambling/prophecies as abilities or weapons, anything that fits, really.
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# ? Jul 5, 2014 14:49 |
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I rather like the mechanics on show. Especially the openness of using the true meanings of the major arcana. Especially as it is not a random card that you get but one that you pick. Really gives the player a lot of potential effects in a simple neat package. Not sure what other options you could look too for interpenetration... Possibly the fate people from Kingdoms of Amalure? Don't know how much of a fit that would be but its the only thing I can think of.
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# ? Jul 5, 2014 17:46 |
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Arashiofordo3 posted:interpenetration... I should read this playbook more closely. Sounds kinky.
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# ? Jul 5, 2014 18:01 |
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Jesus, that's what I get for not proof reading my posts as a dyslexic. I'm going to leave it undedited or else your comment won't make sense. But for the record I meant 'inspiration'
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# ? Jul 5, 2014 20:50 |
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Arashiofordo3 posted:Especially as it is not a random card that you get but one that you pick. Uh, it's actually meant to be random. You have to roll to see what card you draw. Do you guys think it'd be better if the Tarot Reader could just straight up choose the card? Because that'd remove the core gimmick it has and make the playbook way too strong, I think. Part of the nerfing of the playbook is that the player will have to work around the card he happens to draw.
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# ? Jul 5, 2014 21:31 |
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Arashiofordo3 posted:Jesus, that's what I get for not proof reading my posts as a dyslexic. I'm going to leave it undedited or else your comment won't make sense. But for the record I meant 'inspiration' Counter-suggestion: Never edit your posts, your gently caress ups are unironically hilarious. Side benefits of crippling mental conditions!
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# ? Jul 5, 2014 21:54 |
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Captain Walker posted:Counter-suggestion: Never edit your posts, your gently caress ups are unironically hilarious. Side benefits of crippling mental conditions! Yep, they also have the side benefit of making me stop and read carefully, before posting an action in game, rather than skim updates in games.
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# ? Jul 5, 2014 21:57 |
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Deltasquid posted:Uh, it's actually meant to be random. You have to roll to see what card you draw. Do you guys think it'd be better if the Tarot Reader could just straight up choose the card? Because that'd remove the core gimmick it has and make the playbook way too strong, I think. Part of the nerfing of the playbook is that the player will have to work around the card he happens to draw. Ah, I missed the bit about rolling d22-1, my bad. Although how would someone go about rolling a d22-1?
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# ? Jul 6, 2014 00:43 |
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Deltasquid posted:Uh, it's actually meant to be random. You have to roll to see what card you draw. Do you guys think it'd be better if the Tarot Reader could just straight up choose the card? Because that'd remove the core gimmick it has and make the playbook way too strong, I think. Part of the nerfing of the playbook is that the player will have to work around the card he happens to draw. Random is one way to do it. Another solid way to do it is if the Player chooses a Card and the GM chooses a card as a counter limitation.
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# ? Jul 6, 2014 00:47 |
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Arashiofordo3 posted:Ah, I missed the bit about rolling d22-1, my bad. Although how would someone go about rolling a d22-1? according to Google there are d22s on the market. Not a common dice though.
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# ? Jul 6, 2014 00:55 |
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It's be easier to just have an actual deck of cards and shuffle it. Playing cards could stand in you'd just need to know what card corresponds to which tarot. Most everyone has a deck of cards in their house.
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# ? Jul 6, 2014 01:54 |
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Arashiofordo3 posted:Ah, I missed the bit about rolling d22-1, my bad. Although how would someone go about rolling a d22-1? Roll a d20 and flip a coin?
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# ? Jul 6, 2014 02:46 |
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no, a d20+d2 has a different set of result probability. better idea: don't use d22s
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# ? Jul 6, 2014 06:24 |
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Double Plus Undead posted:Roll a d20 and flip a coin? Not quite. The odds on that on not uniform. Mixing die to generate uniform values is multiplicative rather than additive. You'd be better served with a d12 and a d2 with rerolls on 12 of the d12.
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# ? Jul 6, 2014 06:29 |
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Xelkelvos posted:Not quite. The odds on that on not uniform. Mixing die to generate uniform values is multiplicative rather than additive. You'd be better served with a d12 and a d2 with rerolls on 12 of the d12. Doesn't that end up with values of 1 and 22 being the lowest? Also how would you get odd numbers over 11?
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# ? Jul 6, 2014 06:33 |
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djw175 posted:Doesn't that end up with values of 1 and 22 being the lowest? Also how would you get odd numbers over 11? By rerolling 12s, you effectively turn the d12 into a d11; the d2 then determines if you're in the upper or lower range. Janky, but it works.
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# ? Jul 6, 2014 08:21 |
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Chaos Triangle posted:By rerolling 12s, you effectively turn the d12 into a d11; the d2 then determines if you're in the upper or lower range. Janky, but it works. Ah. I was reading it as multiplication. That makes sense now.
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# ? Jul 6, 2014 08:23 |
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I'm using a dice roller program where I can make a custom die, which is how I made a d22. I thought all dice roll programs would offer this feature but after some googling it appears to be rare. E: You don't actually need dice, just a way to randomly generate a number between 0 and 21. There are a lot of sites that let you do that for free. Deltasquid fucked around with this message at 10:11 on Jul 6, 2014 |
# ? Jul 6, 2014 09:48 |
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Tollymain posted:better idea: don't use d22s 100 HOGS AGREE posted:It's be easier to just have an actual deck of cards and shuffle it. Yes, do this.
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# ? Jul 6, 2014 10:57 |
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I'll be completely honest, a brief skim led me to believe that an actual Tarot deck was required. Which is fine by me, I've got a few lying around the place. It seemed a lot cooler to actually be using the Tarot deck out of character.
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# ? Jul 6, 2014 13:27 |
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Doodmons posted:I'll be completely honest, a brief skim led me to believe that an actual Tarot deck was required. Which is fine by me, I've got a few lying around the place. It seemed a lot cooler to actually be using the Tarot deck out of character. It would certainly help someone keep in character, but not everyone has access to a Tarot deck. Also some decks have different cards/Arcana to others, depending on the philosophy of the person who made it. Guess a little house ruling might be needed to work out which cards respond to which Arcana if you're not using a deck based off of the Rider Waite deck.
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# ? Jul 6, 2014 14:21 |
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Alright, I'm turning to you, the good people of the Dungeon World thread, for advice: I intend to run Dungeon World at a con three weeks from now, and I need to sign up to run games at the con within a week. Thing is, I've got terrible writer's block. The idea was that I'd run three groups through the same "scenario," being basically a bare-bones outline of a starting situation, and then seeing where each of the three groups take it. Problem is, I can't for the life of me think of a good starting point. Ideas I've had, but have rejected for being too mundane, include: Storming an evil wizard's tower in search of some magical McGuffin (the nature of the McGuffin being determined by player input). The city the players are in being under attack by a dragon. The players are all in a tavern when suddenly zombies start bursting in through the doors and windows. I'd really appreciate if you all could help me either come up with something entirely novel, or help me work on one of the above ideas to make it more interesting.
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# ? Jul 6, 2014 21:02 |
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Ratpick posted:The city the players are in being under attack by a dragon. Alternative interpretation: the players have been hired by a private organization to investigate the administration of Mayor Goldenclaw who, among other things, is accused of vote-fixing, nepotism, and sleeping in a literal horde of illicit kickbacks.
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# ? Jul 6, 2014 21:17 |
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Ratpick posted:Alright, I'm turning to you, the good people of the Dungeon World thread, for advice: I intend to run Dungeon World at a con three weeks from now, and I need to sign up to run games at the con within a week. Thing is, I've got terrible writer's block. REMIX! The evil wizard's tower the players are guarding suddenly overrun as zombies start bursting in through the doors and windows determined to capture said magical McGuffin.
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# ? Jul 6, 2014 21:26 |
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They're planning an escape from prison together when zombies and necromancers attack. One or more of the players might be a corrupt guard. One or more of them might be a necromancer mole who recognizes the guard and the inmate player(s) and might have a change of heart. One particular target of the necromancers is a really powerful inmate that they want as a zombie hulk, maybe another player. The militia will be called in to kill everything on sight.
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# ? Jul 6, 2014 21:36 |
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slydingdoor posted:They're planning an escape from prison together when zombies and necromancers attack. One or more of the players might be a corrupt guard. One or more of them might be a necromancer mole who recognizes the guard and the inmate player(s) and might have a change of heart. One particular target of the necromancers is a really powerful inmate that they want as a zombie hulk, maybe another player. The militia will be called in to kill everything on sight. Incidentally, that doesn't seem to be too far off from the plot of this Dungeon Starter I found: http://www.finemessgames.com/DWsupplements/dungeonstarters/The%20Escape.pdf?attredirects=0 Thanks for the input, I'm finally starting to get there. With any luck I'll have a serviceable idea in a few days.
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# ? Jul 7, 2014 00:35 |
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Fantastic. Let us know how it goes and what you decided to run. I do enjoy stories of other props games. It always gets me thinking of how I run games and how to allter that to running dungeon world.
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# ? Jul 7, 2014 12:16 |
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I need a playbook/CC for a character that has connections to, control over, or kinship with shadows, darkness, or the night. Is there such a thing? If so, where could I find it?
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# ? Jul 7, 2014 17:40 |
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Blasphemeral posted:I need a playbook/CC for a character that has connections to, control over, or kinship with shadows, darkness, or the night. Is there such a thing? If so, where could I find it? Closest I can think of is City Thief, but that's not a perfect fit, still you might be able to snag a few moves and alter them into the CC you need.
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# ? Jul 7, 2014 17:45 |
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Blasphemeral posted:I need a playbook/CC for a character that has connections to, control over, or kinship with shadows, darkness, or the night. Is there such a thing? If so, where could I find it? There is also the assassin that was based off of Corvo from Dishonored. That's got a few shadowy moves. But for the most part I don't think anyones tackled a darkness based playbook completely short of picking an Elementaist and having your element be Shadow.
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# ? Jul 7, 2014 18:15 |
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Blasphemeral posted:I need a playbook/CC for a character that has connections to, control over, or kinship with shadows, darkness, or the night. Is there such a thing? If so, where could I find it? I was actually working on something like that a while back! It's not polished, but here's what I've got: quote:Shadow Mage
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# ? Jul 7, 2014 19:24 |
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Blasphemeral posted:I need a playbook/CC for a character that has connections to, control over, or kinship with shadows, darkness, or the night. Is there such a thing? If so, where could I find it? The Assassin has some shadow magic and the City Thief can hide in shadows - you can probably cobble something from the two. Links to the full playbooks should be in the OP.
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# ? Jul 7, 2014 20:12 |
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Blasphemeral posted:I need a playbook/CC for a character that has connections to, control over, or kinship with shadows, darkness, or the night. Is there such a thing? If so, where could I find it?
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# ? Jul 7, 2014 20:13 |
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Reskinning the Rainlord would actually work for that, I think.
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# ? Jul 7, 2014 21:26 |
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Pretty sure shadow is one of the three Rainlord "races" already.
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# ? Jul 7, 2014 21:32 |
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# ? Jun 3, 2024 15:16 |
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I wrote a Shadow Dancer class that might fit: https://docs.google.com/document/d/1iRxeUFj9ete1gDsHs3cQ-7lbreRTrF3T_AVW4qvBZbk/edit?usp=sharing quote:STARTING MOVES
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# ? Jul 8, 2014 04:49 |