|
Tollymain posted:big bad guy who is literally sauron Haven't watched LoTR in like 10 years. Is what I described really that similar? drat.
|
# ? Jul 12, 2014 11:33 |
|
|
# ? Jun 6, 2024 12:09 |
|
Sionak posted: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 find DW works best for me when I throw multiple dangers into the mix. I pretty much count "destabilise the environment" as a DM move, though it's consequences usually imply one or more other DM moves. By making the environment unstable you make any action require extra thought and it ratchets up the tension. Fire is a great metaphor and physical representation of escalation. A collapsing floor or ceiling, a room flooding, a mystery gas boiling up, lava, explosions, acid, the cold vacuum of the void, a magical dimension leaking in... Trouble that the players can't just stab in the face. You can also consider putting something they hold dear in danger by something tangential. Basically, set everything on fire.
|
# ? Jul 13, 2014 00:35 |
|
For a number of players I've known, setting everything on fire is something they hold dear.
|
# ? Jul 13, 2014 00:44 |
|
Deltasquid posted:Haven't watched LoTR in like 10 years. Is what I described really that similar? drat. nah, but big s survived an absurd amount of things, including at least two apocalyptic events and the physical destruction of his body more than one once iirc
|
# ? Jul 13, 2014 02:11 |
|
Hey yo, question. I'm developing my own little setting, kind of like Inverse World. I want to make some new playbooks, but I'm not wanting to make like a bunch of them. I was thinking about combing two similar ideas into a single playbook, so that you could effectively have 3 different playbooks in one. Example: A Fighter-Type guy + a Scavenger/Engineer guy You could focus on being a maximum punch man and just roll around cleaving dudes and generally being pretty good at that, or you could focus on being a guy who repairs and improves equipment, disassembles things, builds crazy stuff, etc. Would this be a bad idea? The downsides I'm seeing are just like, you not having enough options to really go to town on a single style, but I don't want to make just A Fighter or just A Mage anyway, so...
|
# ? Jul 14, 2014 01:23 |
|
Babe Magnet posted:Hey yo, question. I think Pirate World does something similar to that, doesn't it? Or possibly the opposite implementation.
|
# ? Jul 14, 2014 01:37 |
|
Babe Magnet posted:Hey yo, question. To paraphrase some advice gnome7 gave in one of these threads, a good playbook will have three pools of moves. Take the Lantern. It has moves about manipulating light, it has moves about turning your little will-o'-wisp buddy into things like shields and fists and all that other Green Lantern nonsense, and it has moves about being a wise person that people should listen to. This should give you plenty of room to make moves without either diluting the concept down to the point where it's unrecognizable or having to write a dozen moves that are all variations on the same theme just to fill up space. So, for your fighter/scavenger idea, maybe make some moves about forcibly taking stuff apart, some moves about taking what you have and making something useful with what you have, and some moves about being a ornery bastard that doesn't listen to reason. Or something like that, I'm honestly just throwing ideas at the wall right now. The point is, if you can think of three fields that a fighter/scavenger, you can probably think of enough moves to let it sit anywhere on the fighter/scavenger spectrum without making someone take a move that doesn't feel like it fits.
|
# ? Jul 14, 2014 01:59 |
|
Yeah, I'll take a look at Pirate World, thanks! And yeah, I'm definitely trying to keep all of the playbooks thematically similar to themselves. If I can help it, there won't ever be a move you can take that would seem out of character. I'm just trying to make the same playbook allow a character that is "Wandering Ronin Battleguy", "Junkyard dwelling mechanic", and "Survivalist explorer self-reliantguy" all at once, but I guess that's up to the player in that regard. I'll worry about it when I get to it, I guess. I'll probably post a preview of the setting here in a bit. I think it's pretty cool and unique so far, but I could be wrong.
|
# ? Jul 14, 2014 02:07 |
|
Babe Magnet posted:Yeah, I'll take a look at Pirate World, thanks! The wandering ronin is probably a bit too far from the scavenger/engineer part of the concept for whatever starting moves you make, but I think you could cover the "Monster Hunter character" to "TF2 Engineer" range pretty well. I mean, your starting moves are going to need at least a /bit/ of each movepool, so so every character that uses the playbook is either going to be a bit fight-y or a bit scavenge-y no matter what.
|
# ? Jul 14, 2014 02:28 |
|
I get what you're saying. I think I'll try to build this up so it allows most other types of playbooks without too much problem. That way, if you wanted to be a guy who just wanders around and beats up nerds, without any of the scavenger/construction stuff, you could just snag the Fighter playbook and change a few bits here and there for fiction. It's early enough to where I can make that sort of decision without rewriting too much, hah. But yeah, definitely going to have it's own playbooks.
|
# ? Jul 14, 2014 02:31 |
|
Babe Magnet posted:A Fighter-Type guy + a Scavenger/Engineer guy I wrote a very long post on what you need to write a DW playbook, because it's much more complicated than writing an AW playbook: https://docs.google.com/document/d/19BTVLzbEQRn6rVmUPjJoLHEho27pUB6RC5r7eprTpUM/edit The short version is basically "you can't just jam three unrelated ideas into one playbook, it doesn't really work that well," but you definitely do need to come up with 2-3 related concepts to have enough material for one playbook. It's also worth asking yourself "do I need to write a full playbook, or would this concept be represented just fine by an existing playbook with a few moves changed?"
|
# ? Jul 14, 2014 09:05 |
|
I just bought a bunch of playbooks on DTRPG, but the Old School Bundle (Dwarf, Elf, Halfling) isn't downloading. Is anyone else having this problem?
|
# ? Jul 14, 2014 13:34 |
|
Drivethru servers can be iffy sometimes, especially if there's a sale going on or about to go on (The "Christmas in July" sale in this instance). If it doesn't work later, just hit me up and I'll help you out.
|
# ? Jul 14, 2014 17:42 |
|
protomexican posted:I just bought a bunch of playbooks on DTRPG, but the Old School Bundle (Dwarf, Elf, Halfling) isn't downloading. Is anyone else having this problem? I've had issues with long waits. Assuming you don't have a completely different issue, just be patient and give it some time and/or try again later.
|
# ? Jul 14, 2014 18:11 |
|
I sorted it out. The link in my library was busted, but the one in my purchase history worked fine.
|
# ? Jul 15, 2014 01:54 |
|
I'm working on a kind of "masked adventurer" playbook where you're normally a mild-mannered non combat character but where you can take advantage of distractions to change into your alter ego, at which point you wreck everyone's face. My source material here is heroes like Zorro who pretend to be harmless and maybe even a little inept in their civilian identity to throw off suspicion. The thing I'm struggling to model in the moves is that I want the idea of leading a double life to be a major part of how the playbook plays. My thought is to replace the racial moves with a "why do you wear the mask?" move which gives a benefit and then the consequences if anyone discovers your secret identity and then having the possible result of a failed roll for playbook-specific moves be that the character gives themselves away. My struggle here is that I want to make the consequences interesting and something the player would want to avoid to get them invested in guarding their secret identity, but not so onerous that the playbook's gimmick is ruined when someone inevitably finds out who you are. Does anyone have any advice?
|
# ? Jul 15, 2014 19:40 |
|
Baby Babbeh posted:I'm working on a kind of "masked adventurer" playbook where you're normally a mild-mannered non combat character but where you can take advantage of distractions to change into your alter ego, at which point you wreck everyone's face. My source material here is heroes like Zorro who pretend to be harmless and maybe even a little inept in their civilian identity to throw off suspicion. I prefer that no one ever truly knows your identity. Something like: Your mask is never removed unless you choose it to be. Whenever something might remove the mask, something prevents it. (Maybe it's a roll? I don't know.) EDIT: Then again, the possibility that someone might learn about you is intriguing. Perhaps instead of revealing your identity, they get hidden information about you somehow (birthmarks, tattoos, scars in normally hidden places, recognize your voice, realize you have information you shouldn't). RSIxidor fucked around with this message at 20:07 on Jul 15, 2014 |
# ? Jul 15, 2014 20:04 |
|
Got pointed here from the 5e thread and bought the $10 rulebook and this looks seriously seriously fun! Some advice needed on the outset - do you guys do grid combat? Hexes? Also is there a necromancer class or book floating around out there? One player has an awesome idea to be a ragged necromancer with an aristocratic masked skeleton servant who is in disguise. He speaks through the skeleton so people assume the skeleton is the important one.
|
# ? Jul 15, 2014 20:12 |
|
Combat is primarily narrative in this game, but if you want some granularity importing FATE's concept of zones works very well. (Plus, maps. Making maps is one of your GM jobs.)
|
# ? Jul 15, 2014 20:18 |
|
Lord Twisted posted:Got pointed here from the 5e thread and bought the $10 rulebook and this looks seriously seriously fun! Welcome! quote:Some advice needed on the outset - do you guys do grid combat? Hexes? everything falls mostly on an honor system of sorts where your character can do whatever your character can do (can they hover? do they have nightvision?, etc.) if it makes sense, then they can do it, the only time a roll or a mechanic is called for is if it triggers a move. "You can fly, but flying out of the way of that charging monster is Defying Danger (and you roll Defy Danger just as it appears in the book.) "Since I can see in the dark, I swing at the bandit's head." Since even if the bandit can't see you, he's still gonna flail and try to defend himself so that's a Hack and Slash because you're attacking and facing a chance of receiving damage in return. quote:Also is there a necromancer class or book floating around out there? One player has an awesome idea to be a ragged necromancer with an aristocratic masked skeleton servant who is in disguise. He speaks through the skeleton so people assume the skeleton is the important one. A. The OP of this thread has links to a fuckton of playbooks, and a lot of them are free, I think the only specific Necromancer is in Grim World (not free) but you, as GM, can probably find something that'll work. B. That is a kick-rear end character concept. Error 404 fucked around with this message at 20:40 on Jul 15, 2014 |
# ? Jul 15, 2014 20:21 |
|
Error 404 posted:... The OP of this thread has links to all known playbooks, ... Gnome, can you help out with that? Blasphemeral fucked around with this message at 20:41 on Jul 15, 2014 |
# ? Jul 15, 2014 20:38 |
|
Lord Twisted posted:Some advice needed on the outset - do you guys do grid combat? Hexes? In addition to what others said, sometimes its useful to draw out areas. Not always needed, but it can be good to scribble out the general layout of an area. One of my favorite sessions was at a convention in which I'd drawn several locations from a pre-built dungeon on index cards and laid them out as a map as we went through the dungeon. The index cards didn't make the game, though, they just helped players (all new to DW) figure out what was going on. Also, +1 to the idea of importing FATE's Zones. Love that concept.
|
# ? Jul 15, 2014 20:39 |
Lord Twisted posted:Some advice needed on the outset - do you guys do grid combat? Hexes? Lord Twisted posted:Also is there a necromancer class or book floating around out there? One player has an awesome idea to be a ragged necromancer with an aristocratic masked skeleton servant who is in disguise. He speaks through the skeleton so people assume the skeleton is the important one.
|
|
# ? Jul 15, 2014 20:48 |
|
Lord Twisted posted:Some advice needed on the outset - do you guys do grid combat? Hexes? In addition to what others have already said about this, I would really recommend you read the GMing section in the book, as well as the Dungeon World guide linked in the OP. That should help you understand how DW works in general - it's pretty different from most major RPGs.
|
# ? Jul 15, 2014 20:53 |
|
Got it. The player who wants to do the necromancer might buy the grim world book as its only £10. Fairly excited for this, it looks like a breath of fresh air. Just need to study some of the GM guides to break out of the 4e mindset.
|
# ? Jul 15, 2014 20:54 |
|
Lord Twisted posted:Just need to study some of the GM guides to break out of the 4e mindset. This is literally the hardest part of running dungeon world, or playing it. You'll be fine.
|
# ? Jul 15, 2014 21:12 |
|
RSIxidor posted:I prefer that no one ever truly knows your identity. Something like: Your mask is never removed unless you choose it to be. Whenever something might remove the mask, something prevents it. (Maybe it's a roll? I don't know.) You could also make it so that if someone tries removing your mask and you don't want it off, it comes off only to reveal an identical mask underneath. Seriously, though, maybe instead of "why you wear the mask", maybe choose "what is the mask?" instead. For instance, it could just be an ordinary mask, or it could be the source of your powers. OR it could also be what you use to focus them. And then from there you can make a pretty broad spectrum of various abilities that could be from any of those sources.
|
# ? Jul 15, 2014 21:13 |
|
I had an idea for a playbook, but I think maybe it can't be a serious playbook. I was thinking about 4e for some reason and decided it would be fun to take the word paragon somewhat more literally. What I was thinking was the paragon would be best at doing what others screw up. An exemplar of cleaning up other people's messes. I don't think it can really flesh out too much, though. Maybe would make sense as a compendium class or maybe a bad guy that tags along with the heroes for awhile and does what they were doing when they failed, but succeeds (siphoning the energy of their failures?). I really got far from the word paragon, perhaps I don't mean quite so literally.
|
# ? Jul 15, 2014 21:17 |
|
RSIxidor posted:I prefer that no one ever truly knows your identity. Something like: Your mask is never removed unless you choose it to be. Whenever something might remove the mask, something prevents it. (Maybe it's a roll? I don't know.) Yeah, that's kind of what I'm going for. I don't want any one failed roll to be "You hosed up and now everybody knows who you are" but more "Oh poo poo, you inadvertently gave something away. Now what do you do?" I want failed moves to snowball and introduce complications in the form of things the character has to deal with to keep their identity a secret. Perhaps a -1 ongoing to the transformation move until you do something to alleviate suspicion? Actually, keeping the consequences mostly in the fiction might work better than a lot of mechanical penalties.
|
# ? Jul 15, 2014 21:17 |
|
Unknown Quantity posted:You could also make it so that if someone tries removing your mask and you don't want it off, it comes off only to reveal an identical mask underneath. http://tvtropes.org/pmwiki/pmwiki.php/Main/MaskOfPower vs http://tvtropes.org/pmwiki/pmwiki.php/Main/CoolMask vs ... http://tvtropes.org/pmwiki/pmwiki.php/Main/BeneathTheMask ? Beneath The Mask should really be a starting move, probably to do with the secret identity and what the character is hiding when they don the mask.
|
# ? Jul 15, 2014 21:19 |
|
Lord Twisted posted:Some advice needed on the outset - do you guys do grid combat? Hexes? The core book describes some weapon ranges, I use these as a guide as to how far everyone is from each other. if goblins are shooting crude arrows at you from near range, I'll let you change them while only drawing fire once. If an elven mercenary is harrying you from far range, you are going to need to get creative to approach him without becoming a pincushion. I also draw rough maps of the area so the players can decide where to head, or what cluster of combat they are involved in. Teonis fucked around with this message at 21:22 on Jul 15, 2014 |
# ? Jul 15, 2014 21:20 |
|
The range system in DW makes for a really bad match with any sort of grid or fixed distances- telling them that something is in Hand/Close/Reach/Near/Far is usually enough. There's also playbooks such as the Dashing Hero whose moves rely on the environment being vague, adding narratively convenient details on the fly.
|
# ? Jul 15, 2014 22:12 |
|
I used stacked DVD boxes to show vertical positioning during a freefall fight. When a player asks "am I close enough to X to do X" the default answer should be "Yes, if you do something cool" or "yes, if you choose NOT to do something else."
|
# ? Jul 15, 2014 22:29 |
|
Golden Bee posted:I used stacked DVD boxes to show vertical positioning during a freefall fight. When a player asks "am I close enough to X to do X" the default answer should be "Yes, if you do something cool" or "yes, if you choose NOT to do something else." This is awesome, And I'm stealing it!
|
# ? Jul 15, 2014 22:56 |
|
Okay so I'm working on this setting yeah? I mentioned it before I think. So I'm looking for a little inspiration and a little guidance and how I should put this together and all, and I notice that Inverse World and Pirate World both had kickstarters. How like, different are IW and PW from the base DW/Fate books? I don't have any money so I can't buy them at the moment to find out, but I'm checking out the DTRPG pages for them and it's pretty vague outside of "new setting, we changed some rules and added some new ones". Rockin' a kickstarter would probably help me get from the "shotgun of ideas" stage to the "actual neato product" stage a little smoother but I want to make sure I'm actually making something that might be worth dropping a dollar or two on.
|
# ? Jul 16, 2014 08:28 |
|
Pirate World being a kickstarter let me get art and layout for it so I could get a cool book printed! I brought together several ideas into a whole, allowing me to do stuff that individual playbooks on sale couldn't quite cover. E.g. There's a chapter on Hirelings: New mechanics, plus tons of examples. Several PW classes are built around using the hirelings. Also Backgrounds: frees up a lot of the social and fictional bits from the classes, so they can be built a bit differently. The total stuff in the PW book is: * 9 Classes * Backgrounds * Hirelings * Setting (new races, items, locations, fronts, bestiary) * Ship Mechanics * Luncheon World Plus the bonus stuff. Playtest should be out really bloody soon! What's the setting you're working on? The Supreme Court fucked around with this message at 09:06 on Jul 16, 2014 |
# ? Jul 16, 2014 09:03 |
|
Yeah, I don't think I'd try to make one if I didn't try to get some sort of physical copy or something you couldn't get anywhere else on there. As it stands I just planned to have an overview of the setting, a couple of examples here and there, some playbooks, and a sample adventure or two to get people started. Charge a buck or two for the setting maybe and give the playbooks out for free. If I go the kickstarter route, I have a bunch of ideas for mechanics and new rulesets and such that I want to try. Also, being an artist myself, I could devote more time to making it pretty and creating art to get the setting across better. Here's a link to the doc I update every once in a while. A lot of this is still a work in progress, as far as names are concerned. Also, I'm not a writer, so it's kind of spotty until I can get a friend of mine to edit it. Micro World Basically, the entire universe is a tree, and you're a tiny magical being in it fighting weird rear end spider-dragons and goin' on adventures to ancient mushroom cities and like, trying to discover what you can about the universe outside of the tree or whatever. Haven't gotten that far yet. I have more stuff than what's in that doc, that's just like some basic info. Babe Magnet fucked around with this message at 09:16 on Jul 16, 2014 |
# ? Jul 16, 2014 09:08 |
|
Sounds ace! I was thinking recently that it'd be cool if there was support for totally different settings: stuff you can't see in films etc due to limitations. Yggdrasil was my starting point, I'd snap up your book instantly! What's the core difference in being tiny? Are there amoebas and bacteria to fight? Water viscosity is suddenly much tougher, and you can fall crazy difference, so the physics sounds like it could be pretty different too!
|
# ? Jul 16, 2014 09:20 |
|
Yeah, there's definitely going to be a lot to deal with, as it's not the tree that's giant (though it's probably larger than a regular, real-life tree by a great margin), it's that you are explicitly small as well. Instead of summoning a torrent of water, for instance, you'd summon a large glob of it and it would roll around in a bead and trap people. Stuff you'd fight would be mostly insects, kind of like how in monster Hunter 95% of the creatures you fight are actually dragons and drakes of some kind. Like, that's an ant, obviously, but it's furry and snarling and sprinting at you like a wolf with a couple of buddies. There'd be other stuff to keep it in thematics, though. Like an ancient "death cult" that instead of working with zombies, they're trying to spread a cordyceps infection. Perhaps you travel down to the underdark (roots) and you're beset by massive, long-toothed and beady-eyed burrowing monsters. E: Also, the way I'd like to write everything is that it's easy for an enterprising group to springboard off the examples listed for the main setting and apply the "tiny dudes in a big world" idea to other areas. Instead of a giant tree, maybe you're in a long "abandoned" castle or trotting around in the inner workings of a boat at sea. Babe Magnet fucked around with this message at 09:30 on Jul 16, 2014 |
# ? Jul 16, 2014 09:27 |
|
|
# ? Jun 6, 2024 12:09 |
|
A setting just about "Tiny World" would be pretty cool. Rules for giant hazards and fighting mice with a sewing needle rapier.
|
# ? Jul 16, 2014 09:44 |