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Blasphemeral
Jul 26, 2012

Three mongrel men in exchange for a party member? I found that one in the Faustian Bargain Bin.

MadScientistWorking posted:

I don't know why, how, or the logic behind it but you want Rainlord. :psyduck:

Where can I find this Lord of Rain? It doesn't appear to be in the OP.

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ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

Blasphemeral posted:

Where can I find this Lord of Rain? It doesn't appear to be in the OP.
It's an Inverse World playbook.

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

Blasphemeral posted:

Where can I find this Lord of Rain? It doesn't appear to be in the OP.

Get Inverse World. As a matter of fact, get Inverse World regardless of whether you want to use the Rainlord or not.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Just played a session of Inverse world. It was Survivor + myself as the Walker and although the setting's great, my class abilities felt a bit limited. (I guess all two person parties feel limited). Anyway, it was hilarious and swashbuckling. Myself, the Jishi of the Spiderclan, and Kid, a goblinoid survivor, tried to save a cabin boy (who turned out to be a princess), offending both the captain of the guard, a pirate queen, a vault full of gargoyles, as well as destroying two airships (not our fault!) a mansion party and a slummy-slum bar.

Golden Bee fucked around with this message at 19:03 on Jul 8, 2014

Ratpick
Oct 9, 2012

And no one ate dinner that night.
Update on one-shot I'll be running at the con: I decided to go with the "You have been jailed by the Duke of whatever when suddenly zombies." That's actually all I've got planned thus far: I'll use questions to let the players drive the plot forward, all the way towards finding out who the culprit behind the zombie outbreak is.

I'm still undecided on which classes I'll be bringing to the table: to my knowledge there aren't that many people in Finland who play Dungeon World, so in a way I'd just like to run the game with the core playbooks to make sure the game is representative of Dungeon World as it is, but at the same time I do realize that a lot of the core playbooks are kinda... meh, and having a bunch of third party playbooks would make things more interesting. That said, if I do bring in some third party classes, they're probably going to be the Elf, Dwarf and Halfling, and maybe some of gnome's Mages and the Witch, unless there are some particularly juicy ones y'all think I should use.

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."

Mr. Maltose posted:

Pretty sure shadow is one of the three Rainlord "races" already.
Its exactly why I suggested it in the first place.

Lemon-Lime
Aug 6, 2009

Ratpick posted:

I'm still undecided on which classes I'll be bringing to the table: to my knowledge there aren't that many people in Finland who play Dungeon World, so in a way I'd just like to run the game with the core playbooks to make sure the game is representative of Dungeon World as it is, but at the same time I do realize that a lot of the core playbooks are kinda... meh

To be fair, most of them are fine. I would run core playbooks only with a few changes: drop the Paladin's damage die to d8 and use either gnome's Improved Fighter or my Peerless Fighter (I will, of course, suggest that mine is better since it's more to my tastes :v:). The core Ranger, Thief, Cleric, Wizard and Barbarian are completely fine, and the Bard is fine except for Arcane Art being really boring.

(Optionally, if your players don't like the idea of having poison as a Thief, use the City Thief.)

Also, I'd simplify your life by replacing the Druid's Shapeshift move with something like this:

quote:

Shapeshift
When you spend an uninterrupted hour meditating in a natural place, hold 3. You may spend 1 hold at any point to take the form of an animal from your land for as long as you want. Your animal form is functionally identical to a normal animal of its kind, with all the benefits and drawbacks this provides (birds can fly, cheetahs can run very fast, spiders can spin webs) - but none of them can fire a bow, play a game of cards, or smooth-talk a bouncer).

That way, the Druid won't derail things by rolling for hold all the time and forcing you to come up with a) animal monster moves and b) things to do to the players on a Shapeshift miss every five minutes.

Lemon-Lime fucked around with this message at 11:17 on Jul 20, 2014

Andrast
Apr 21, 2010


Ratpick posted:

Update on one-shot I'll be running at the con: I decided to go with the "You have been jailed by the Duke of whatever when suddenly zombies." That's actually all I've got planned thus far: I'll use questions to let the players drive the plot forward, all the way towards finding out who the culprit behind the zombie outbreak is.

I'm still undecided on which classes I'll be bringing to the table: to my knowledge there aren't that many people in Finland who play Dungeon World, so in a way I'd just like to run the game with the core playbooks to make sure the game is representative of Dungeon World as it is, but at the same time I do realize that a lot of the core playbooks are kinda... meh, and having a bunch of third party playbooks would make things more interesting. That said, if I do bring in some third party classes, they're probably going to be the Elf, Dwarf and Halfling, and maybe some of gnome's Mages and the Witch, unless there are some particularly juicy ones y'all think I should use.

When I convinced my group to start playing Dungeon World (also in Finland), I brought like 20 alternate playbooks along. In the end three out of four people ended up playing them, mostly because those just seemed more interesting than the core classes to them. The playbooks in questions were the Initiate, Dashing Hero and the Lantern.

If you don't really mind the flavour then the Inverse World classes are all great but some of them might be a bit too weird for some people. Since you seem to be aware of gnome's caster classes already, I'd also bring along the Dashing hero, Artificer and the Priest, also from Gnome. Those seem to work great with any game/group. Other classes I'd recommend for first timers are the Psion, the Initiate and the Slayer.

Andrast fucked around with this message at 19:21 on Jul 8, 2014

Error 404
Jul 17, 2009


MAGE CURES PLOT
Imo you should straight up replace the Cleric with the Priest, but then again, I'm allergic to spell lists and Vancian casting.

Andrast
Apr 21, 2010


Error 404 posted:

Imo you should straight up replace the Cleric with the Priest, but then again, I'm allergic to spell lists and Vancian casting.

There is really no need to replace anything, just bring it to their attention that there are alternatives and be ready to explain the differences to them.

Blasphemeral
Jul 26, 2012

Three mongrel men in exchange for a party member? I found that one in the Faustian Bargain Bin.

Deltasquid posted:

Get Inverse World. As a matter of fact, get Inverse World regardless of whether you want to use the Rainlord or not.

I have Inverse World. Apparently it's not listed with the normal playbooks and I never noticed it before! Holy crap. Thanks for bringing it to my attention.

Ratpick
Oct 9, 2012

And no one ate dinner that night.

Andrast posted:

When I convinced my group to start playing Dungeon World (also in Finland), I brought like 20 alternate playbooks along. In the end three out of four people ended up playing them, mostly because those just seemed more interesting than the core classes to them. The playbooks in questions were the Initiate, Dashing Hero and the Lantern.

If you don't really mind the flavour then the Inverse World classes are all great but some of them might be a bit too weird for some people. Since you seem to be aware of gnome's caster classes already, I'd also bring along the Dashing hero, Artificer and the Priest, also from Gnome. Those seem to work great with any game/group. Other classes I'd recommend for first timers are the Psion, the Initiate and the Slayer.

Oh, cool, another DW player in Finland. Will you be coming to Ropecon? If you do, come and say hi, you'll be able to recognize me by the fact that my name on the GM badge will be the same as my screen name here. :)

I'm aware of Inverse World and am a proud owner of it. In fact, most of the DW games I run these days are actually Inverse World with gnome's Mage classes thrown in, but for this game at the con I made the conscious decision to run something more grounded in the tropes of D&D. That being said, the Walker at least is a class that I could easily see working in standard Dungeon World without changing the assumptions of the game too much.

And yeah, I'm personally somewhat allergic to the Cleric and Wizard from the standard playbooks, but I'll probably be giving them out as options. Might also throw in the Mage and the Priest just to give the players the choice to play a traditional vancian caster, but also showing them that there are options to that.

Sionak
Dec 20, 2005

Mind flay the gap.
So. My players, as a group of pirates, have started a war with the most powerful empire in the game world. (In fact, in a DramaSystem side session, they played the Imperial Council and decided just how effective and ruthless the Empire actually is. The answer was "very".)

Previously, they spent 3-4 sessions gathering up allies as part of their own war efforts, including setting up a system to pay bounties to mercenaries who sink Imperial ships.

Can anyone think of some cool ways to represent the on-going conflict? I need something in-between "pure fiat" and "the players defeat the Imperials they come across so they are winning the war". Basically, I want to strike a balance between them being important and yet still feeling like part of a larger war. Ideally, the core systems of the game can be scaled up to do some of this, but I'm not seeing exactly how to do it, myself.

Ratpick
Oct 9, 2012

And no one ate dinner that night.

Sionak posted:

So. My players, as a group of pirates, have started a war with the most powerful empire in the game world. (In fact, in a DramaSystem side session, they played the Imperial Council and decided just how effective and ruthless the Empire actually is. The answer was "very".)

Previously, they spent 3-4 sessions gathering up allies as part of their own war efforts, including setting up a system to pay bounties to mercenaries who sink Imperial ships.

Can anyone think of some cool ways to represent the on-going conflict? I need something in-between "pure fiat" and "the players defeat the Imperials they come across so they are winning the war". Basically, I want to strike a balance between them being important and yet still feeling like part of a larger war. Ideally, the core systems of the game can be scaled up to do some of this, but I'm not seeing exactly how to do it, myself.

Use Fronts. In this case, since the Empire probably has different branches of military and intelligence, you can make each of them a different Danger on the Front. Use your moves to telegraph to the players that the Empire is working against them on multiple fronts, giving the players lots of tough decisions to make session-to-session between where they want to take the battle against the Empire this time.

So, for an example, if the players have, say, managed to take an imperial city, present the imperial reconquest of that city as a Danger on the larger Front (being something like "the War Against the Empire"). At first, just give the players information that the Empire seems to be planning an attack to reconquer the city the players have liberated, as the Danger escalates give them clues about increased Imperial presence in the area, moving on to an imperial siege on the city, and finally, if the players don't do anything or fail in stopping the Empire, have the Empire retake the city.

Andrast
Apr 21, 2010


Ratpick posted:

Oh, cool, another DW player in Finland. Will you be coming to Ropecon? If you do, come and say hi, you'll be able to recognize me by the fact that my name on the GM badge will be the same as my screen name here. :)

I'm interning in Äänekoski this summer so Ropecon is just a bit too far away for me.


It took far too much convincing to even get my friends to even try Dungeonworld at first since they can be a bit grognardy at times. Our first Dungeonworld session was also my first time GMing ever and I was a bit nervous but apparently it went well since DW is most of what we play now.

I don't even need to GM anymore since our usual GM took liking to the system also.

slydingdoor
Oct 26, 2010

Are you in or are you out?
I've not ever had a good experience playing a class that my DM was biased against. I usually ask about this in advance to avoid repeating such experiences, so I'd recommend you not offer a "core" class if you're "allergic" to it.

Sionak
Dec 20, 2005

Mind flay the gap.

Ratpick posted:

Use Fronts. In this case, since the Empire probably has different branches of military and intelligence, you can make each of them a different Danger on the Front. Use your moves to telegraph to the players that the Empire is working against them on multiple fronts, giving the players lots of tough decisions to make session-to-session between where they want to take the battle against the Empire this time.

So, for an example, if the players have, say, managed to take an imperial city, present the imperial reconquest of that city as a Danger on the larger Front (being something like "the War Against the Empire"). At first, just give the players information that the Empire seems to be planning an attack to reconquer the city the players have liberated, as the Danger escalates give them clues about increased Imperial presence in the area, moving on to an imperial siege on the city, and finally, if the players don't do anything or fail in stopping the Empire, have the Empire retake the city.

I'm not sure how the idea of using Fronts for it slipped my mind in the first place, but that's exactly the push I needed. Thanks!

Xelkelvos
Dec 19, 2012

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 a Shadow playbook floating around somewhere amongst :filez:, but a number of the moves are pulled wholesale from another book that's a hack of DW which causes it to read quite poorly.

Error 404
Jul 17, 2009


MAGE CURES PLOT

slydingdoor posted:

I've not ever had a good experience playing a class that my DM was biased against. I usually ask about this in advance to avoid repeating such experiences, so I'd recommend you not offer a "core" class if you're "allergic" to it.

I was mostly joking about being allergic, I just think the priest does the Cleric's job better than the Cleric. I'm always a fan of what people want to play though.

Ratpick
Oct 9, 2012

And no one ate dinner that night.

Error 404 posted:

I was mostly joking about being allergic, I just think the priest does the Cleric's job better than the Cleric. I'm always a fan of what people want to play though.

Yeah, same here. I'm "allergic" to the Cleric in the sense that I wouldn't play it myself, because I just don't enjoy vancian casting mechanics, but at the same time I don't hold it against my friends who like to play the class (or the Wizard for that matter). I actually kind of love having a Cleric in the group, because the decisions about the deity the Cleric worship are excellent world-building material (although I guess the Priest does this as well).

EscortMission
Mar 4, 2009

Come with me
if you want to live.
I quite like having the two Vancian classes in DW, although I'm not 100% sure I'd play them myself.

After I explained how Cast a Spell actually works as opposed to how my players assumed it worked from years of playing d20, they immediately demanded to know why Pathfinder didn't work "like Dungeon World did."

Xelkelvos
Dec 19, 2012

EscortMission posted:

I quite like having the two Vancian classes in DW, although I'm not 100% sure I'd play them myself.

After I explained how Cast a Spell actually works as opposed to how my players assumed it worked from years of playing d20, they immediately demanded to know why Pathfinder didn't work "like Dungeon World did."

It's definitely away to give options and utility, but it feels a little disjointed from the other classes because of it. On the other hand, I do wish the Artificer could pull some of the same tricks as the Wizard on their playbook without me needing to houserule it.

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Xelkelvos posted:

It's definitely away to give options and utility, but it feels a little disjointed from the other classes because of it. On the other hand, I do wish the Artificer could pull some of the same tricks as the Wizard on their playbook without me needing to houserule it.

Absolutely. I like having them as an option, but I also print out the Mage, the Priest, the Beguiler, and at least two of Gnome7's other specialist mages because while tradition is fun, having fun is also fun.

Along the lines of fun, I will never get tired of seeing new player's reaction to the Captain, which so far has unanimously been :eyepop:

Sionak
Dec 20, 2005

Mind flay the gap.
I really like the Inverse World classes, but I am having a hard time wrapping my head around Twilight Reckoning.

Alone Against the World seemed a bit powerful to me until I read the explanation in the full Inverse World book, then I was fine with it. It's actually a very focused move and that chance of having to deal with death keeps it from being used excessively (or so far, at all, in my game).

But Twilight Reckoning seems like it can basically short-circuit boss-fights, social interactions, or anything else with a living antagonist. Especially given that the Lantern can manipulate light levels to leave NPCs surprised.

Here's the text of the move:

quote:

⃞Twilight Reckoning

Requires: Twilight Blade

When you deal damage to a surprised, defenseless, or damaged enemy
with your Twilight Blade, you may sever anything from the target - their
life, their limb, their title, their relationship with someone, their most prized
possession, their thoughts on a topic, anything. If you do, deal no damage.

It just seems like so much of an all-purpose fix with the potential to really overshadow the other players. I'm all for playing to find out what happens, but it seems what happens will become the same thing all the time: Lantern surprises someone or damages them once, then either kills or neutralizes them with Twilight Blade.

Am I missing something obvious here?

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

Sionak posted:

I really like the Inverse World classes, but I am having a hard time wrapping my head around Twilight Reckoning.

Alone Against the World seemed a bit powerful to me until I read the explanation in the full Inverse World book, then I was fine with it. It's actually a very focused move and that chance of having to deal with death keeps it from being used excessively (or so far, at all, in my game).

But Twilight Reckoning seems like it can basically short-circuit boss-fights, social interactions, or anything else with a living antagonist. Especially given that the Lantern can manipulate light levels to leave NPCs surprised.

Here's the text of the move:


It just seems like so much of an all-purpose fix with the potential to really overshadow the other players. I'm all for playing to find out what happens, but it seems what happens will become the same thing all the time: Lantern surprises someone or damages them once, then either kills or neutralizes them with Twilight Blade.

Am I missing something obvious here?

It actually seems to me you can't use this skill to actually kill an enemy. Unless I'm misunderstanding it, the fact that it mentions you deal no damage implies the target still has HP afterwards. Therefor, separating a person's life might split their life from their body (turn them ethereal) or create a situation where nobody recognizes them any more and thinks they're dead (their past/life is separated from them). Severing their head or limbs from their body leads to a Monty Python situation where the Black Knight keeps kicking, and so on.

Sionak
Dec 20, 2005

Mind flay the gap.

Deltasquid posted:

It actually seems to me you can't use this skill to actually kill an enemy. Unless I'm misunderstanding it, the fact that it mentions you deal no damage implies the target still has HP afterwards. Therefor, separating a person's life might split their life from their body (turn them ethereal) or create a situation where nobody recognizes them any more and thinks they're dead (their past/life is separated from them). Severing their head or limbs from their body leads to a Monty Python situation where the Black Knight keeps kicking, and so on.

I'm not sure - the phrasing on it is definitely not clicking with me, and since I know Jacob Randolph posts here, I thought it'd be good for a clarification.

It's very evocative to sever their life, their memories, or whatnot, but I'm having trouble picturing how to arbitrate it in a way that doesn't feel capricious.

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine
Well, if it's a social interaction you better be severing the memory of you stabbing them. Which won't get you much because you only get one thing to sever.

Handgun Phonics
Jan 7, 2012
Most of my experiences, firsthand and secondhand, with Inverse World have involved a lot of things that aren't easy combat- Swarms, fleets, narrow rock faces, collapsing islands, the Collector nearly brainwashing the entire party by mishandling ancient artifacts. Things where killing or changing one target isn't an instant solutions to your problems.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Sionak posted:

I really like the Inverse World classes, but I am having a hard time wrapping my head around Twilight Reckoning.

Alone Against the World seemed a bit powerful to me until I read the explanation in the full Inverse World book, then I was fine with it. It's actually a very focused move and that chance of having to deal with death keeps it from being used excessively (or so far, at all, in my game).

But Twilight Reckoning seems like it can basically short-circuit boss-fights, social interactions, or anything else with a living antagonist. Especially given that the Lantern can manipulate light levels to leave NPCs surprised.

Here's the text of the move:


It just seems like so much of an all-purpose fix with the potential to really overshadow the other players. I'm all for playing to find out what happens, but it seems what happens will become the same thing all the time: Lantern surprises someone or damages them once, then either kills or neutralizes them with Twilight Blade.

Am I missing something obvious here?

You're not really missing much of anything. Twilight Blade can indeed be used to one-hit kill somebody, or cause other completely insane things to happen to them. That's intended, yeah.

It's not like it's the earliest that a playbook can simply end enemies in one hit, either. The core Fighter or the Gladiator just plows through anything with less than 6 HP or so like it wasn't even there, and anyone with a Messy weapon can reliably take out enemies in a single hit - Messy weapons shatter bones, remove limbs, and all sorts of crazy brutal damage that will take an enemy out of a fight, even if you don't knock off all their HP. Ending fights quickly is just something that happens in the DW system.

Basically, the move is mostly just super-cool, and there isn't a higher rank I can hide it behind than where it is without taking it out. And I'd rather keep it in than not, because fantasy games need more crazy weird powers that let you do mythical things.

Also, "instantly defeating a single surprised or already damaged enemy" is really strong, but that doesn't end everything - there's a lot of stuff that doesn't help you much with. It's not very effective against Giant Monsters or Hazards, for instance, or for ship vs ship combat, all of which have a lot of support in IW play.

Handgun Phonics has the right of it, too. There's a lot of different kinds of encounters you can explore. It's completely fine to have a player who is extremely good at a certain type of encounter, and to hand them those kinds of encounters on occasion so they can be super awesome at them. But it's also a good idea to use a wide variety of crazy encounters and keep the game fresh, interesting, and weird.

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!
Okay so last night me and a few buddies went through a few hours' worth of X-Crawl. Party lineup was Time Mage, Artificer and Mage (myself, focused on The Storm). There's a lot of things to be said about that experience right now.

1) X-Crawl is an amazing setting and I wish I knew about it earlier.
2) Dungeon world feels like the perfect system to play out this sorta thing.
3) Having played a Mage for the first time (and my second time playing. My first was as a bard who had really awful luck), this was fun. Cast a Spell is really versatile and yet due to the focus (and my choosing of one that wasn't really esoteric like The Clock) didn't really overshadow anyone.
4) The Artificer having Armor 3 combined with the GM's inability to roll higher than 3 on a damage roll resulted in so many laughs.
5) Near the end of the session, poison gas erupted from a bunch of skeletons the other two killed. The Artificer used up a charge to overcome the poison, but the Time Mage was kind of out of luck....Until I realized "oh poo poo, I picked antitoxins instead of a healing potion."

11/10 would continue the adventure and syystem.

RSIxidor
Jun 19, 2012

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

Unknown Quantity posted:

Okay so last night me and a few buddies went through a few hours' worth of X-Crawl. Party lineup was Time Mage, Artificer and Mage (myself, focused on The Storm). There's a lot of things to be said about that experience right now.

1) X-Crawl is an amazing setting and I wish I knew about it earlier.
2) Dungeon world feels like the perfect system to play out this sorta thing.
3) Having played a Mage for the first time (and my second time playing. My first was as a bard who had really awful luck), this was fun. Cast a Spell is really versatile and yet due to the focus (and my choosing of one that wasn't really esoteric like The Clock) didn't really overshadow anyone.
4) The Artificer having Armor 3 combined with the GM's inability to roll higher than 3 on a damage roll resulted in so many laughs.
5) Near the end of the session, poison gas erupted from a bunch of skeletons the other two killed. The Artificer used up a charge to overcome the poison, but the Time Mage was kind of out of luck....Until I realized "oh poo poo, I picked antitoxins instead of a healing potion."

11/10 would continue the adventure and syystem.

X-Crawl? This: http://www.goodman-games.com/xcrawl.html ?

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!

It was still a game of DW, just using X-Crawl as the setting, if that's what you're asking. It's like going to Eberron in 13th Age.

RSIxidor
Jun 19, 2012

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

Unknown Quantity posted:

It was still a game of DW, just using X-Crawl as the setting, if that's what you're asking. It's like going to Eberron in 13th Age.

Exactly what I was thinking, just trying to see if that was the right setting.

And I can see how that would be awesome.

djw175
Apr 23, 2012

by zen death robot

Unknown Quantity posted:

Okay so last night me and a few buddies went through a few hours' worth of X-Crawl. Party lineup was Time Mage, Artificer and Mage (myself, focused on The Storm). There's a lot of things to be said about that experience right now.

1) X-Crawl is an amazing setting and I wish I knew about it earlier.
2) Dungeon world feels like the perfect system to play out this sorta thing.
3) Having played a Mage for the first time (and my second time playing. My first was as a bard who had really awful luck), this was fun. Cast a Spell is really versatile and yet due to the focus (and my choosing of one that wasn't really esoteric like The Clock) didn't really overshadow anyone.
4) The Artificer having Armor 3 combined with the GM's inability to roll higher than 3 on a damage roll resulted in so many laughs.
5) Near the end of the session, poison gas erupted from a bunch of skeletons the other two killed. The Artificer used up a charge to overcome the poison, but the Time Mage was kind of out of luck....Until I realized "oh poo poo, I picked antitoxins instead of a healing potion."

11/10 would continue the adventure and syystem.

I'm sad that I had to bale. I'm never gonna get a chance to play shroom-witch.

Sionak
Dec 20, 2005

Mind flay the gap.

gnome7 posted:

You're not really missing much of anything. Twilight Blade can indeed be used to one-hit kill somebody, or cause other completely insane things to happen to them. That's intended, yeah.

It's not like it's the earliest that a playbook can simply end enemies in one hit, either. The core Fighter or the Gladiator just plows through anything with less than 6 HP or so like it wasn't even there, and anyone with a Messy weapon can reliably take out enemies in a single hit - Messy weapons shatter bones, remove limbs, and all sorts of crazy brutal damage that will take an enemy out of a fight, even if you don't knock off all their HP. Ending fights quickly is just something that happens in the DW system.

Basically, the move is mostly just super-cool, and there isn't a higher rank I can hide it behind than where it is without taking it out. And I'd rather keep it in than not, because fantasy games need more crazy weird powers that let you do mythical things.

Also, "instantly defeating a single surprised or already damaged enemy" is really strong, but that doesn't end everything - there's a lot of stuff that doesn't help you much with. It's not very effective against Giant Monsters or Hazards, for instance, or for ship vs ship combat, all of which have a lot of support in IW play.

Handgun Phonics has the right of it, too. There's a lot of different kinds of encounters you can explore. It's completely fine to have a player who is extremely good at a certain type of encounter, and to hand them those kinds of encounters on occasion so they can be super awesome at them. But it's also a good idea to use a wide variety of crazy encounters and keep the game fresh, interesting, and weird.

I appreciate the in-depth reply. It definitely helps me understood both your class and DW as a whole better. (As proved by my question about fronts above, I still have things to internalize about the system.) And I appreciate Deltasquid's suggestions, too, to give it a more metaphysical feel. I have tried to keep the encounters varied, but we're getting to the last third of the game and there's some long-awaited "boss" fights coming up.

I guess I am really struggling with the nature of high-level DW play rather than the IW classes. I hate to come back to the 16 HP dragon type argument but it does seem like a lot of the monsters that were a great challenge early on become little more than speedbumps once the party has earned their advanced moves and practiced using them to complement each other.

I have a couple villains who have been developing over the course of the game, who I feel should be cool and involved setpiece battles, and I don't want them to go down like chumps. But this is requiring me to either throw in a whole lot of complications (Defy Danger, stacked ambushes, etc) - and it feels like I'm trying to push DW in a direction it's not entirely meant to go.

So this is where I ask.. how many other people have run a campaign of DW up to level 7 and 8, or even level 10? How did you find it? Has anyone used the character retirement or replacement rules at all?

Fenarisk
Oct 27, 2005

DW has seemed to work the best for me when you don't pull punches as a dm and create big escalating consequences. Create an in game reason why a big bad wouldn't instantly die to the twilight blade lopping off the head beyond defy dangers or offering hard choices, like a magical ward that has to be extinguished first, or sucking the soul of whoever creates the killing blow into a phased ghostly realm where now the Lantern and the big bad duke it out solo amidst the action as shadows, things like that. It's what I pulled out in the last game I ran with a Lantern and the whole group loved it.

BlurryMystr
Aug 22, 2005

You're wrong, man. I'm going to fight you on this one.
I also think there's a lot of room for interpretation on when the move actually triggers:

quote:

When you deal damage to a surprised, defenseless, or damaged enemy
with your Twilight Blade...
"Damaged" doesn't have to mean "not at full HP."

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

Sionak posted:

And I appreciate Deltasquid's suggestions, too, to give it a more metaphysical feel. I have tried to keep the encounters varied, but we're getting to the last third of the game and there's some long-awaited "boss" fights coming up.

Out of personal experience, I can say the best bosses are the ones that challenge all of your players' abilities in at least one way, so working together is instrumental to defeating it. For example, you could have an ancient dragon whose soul moves from its dead body to another dragon's body upon death, which would require the Thief and Fighter to deal high physical damage to the physical form to kill it, allowing the Wizard and Bard to strike the ghost form with magical damage as it migrates between dragon bodies. At some point prior to the fight, establish that dragons (or just this particular dragon) are immune to magic, and the ghost form obviously isn't damaged by steel whiffing through it. Make it big and make it epic. If you're afraid they're going to oneshot it, introduce some extra conditions that need to be fulfilled before the thing is truly dead.

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
big bad guy who is literally sauron

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JohnOfOrdo3
Nov 7, 2011

My other car is an asteroid
:black101:

Tollymain posted:

big bad guy who is literally sauron

Not even one who is just based off Sauron so closely he basically is. Just literally Sauron who's on holiday away from Middle Earth to get back in the zone to try and conquer it again when he runs into the party.

Actually the idea of a bad guy holiday camp is amusing to me. Meet like minded fellows, go to workshops about how to attain a higher evil, day spa to really bring out the dark and twisted in you. The PCs are "hired" on to give the bad guys someone to beat to make them feel good about themselves. Rrrright until they up and break out. Hijinks with all your favourite bad guys ensues.

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