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Messages - skinnyghost

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1
Dungeon World / Re: Identifying Magical Items?
« on: March 08, 2013, 06:24:46 PM »
I was wondering what the common practice for magical item identification was. I haven't seen any specifics in the book other than the Wizard move Enchanter. Are there any good custom moves or could you just use Spout Lore and Discern Realities straight up. Thanks for any help.

It would depend on how you framed it, I suppose.  Spout Lore is definitely valid, if your character would know how to identify a magic item by memory and analysis!

2
Dungeon World / Re: Just got my hardback, and oh my how apropo!
« on: February 15, 2013, 01:55:35 AM »
HOLY CRAP THAT IS THE BEST STORY.

You need to share this on the G+ group.

https://plus.google.com/communities/100084733231320276299

The people need to know your story.

3
Dungeon World / Re: Adventurer's Gear and other Abstractions
« on: February 14, 2013, 06:20:16 PM »
Yes, but we all know that the five uses of adventuring gear will ALWAYS end up as:
  • 50 feet of rope
  • A ten-foot pole
  • A grappling hook
  • Another 50 feet of rope
  • Yet another 50 feet of rope

  • ten foot pole
  • ten foot pole
  • ten foot pole
  • ten foot pole
  • fifty feet of rope

Forty foot pole.

4
Dungeon World / Re: Dungeon World has arrived!
« on: February 14, 2013, 07:19:55 AM »
YES!

5
Dungeon World / Re: Adventurer's Gear and other Abstractions
« on: February 14, 2013, 07:19:28 AM »
Adventuring gear is torches, rope, chalk, spikes, flint, tinder, map paper, ink, etc etc.  Think of it as Felix's bag - once you pull something out, it's a thing.  It's real.  Add it to your inventory.

Thus, a bag of books with 5 uses becomes:
- a book of demon tattoos
- a book of snake cult rituals
- a book of elvish chants
- a book of maps of the northern wastes
- a book of recipes using taters

6
Dungeon World / Re: PDF For Sale
« on: February 05, 2013, 07:28:57 PM »
The gazeteer contains old rules for monster damage.  If the files in Git are the same (old rules) then they need to be pushed again!

If that's the case, let us know.

7
Dungeon World / Re: PDF For Sale
« on: February 04, 2013, 07:16:30 PM »
There are actually one or two serious changes to the rules not reflected in that Gazetteer.

8
Dungeon World / Re: Shapeshifting animist is a poor substitute for Druid
« on: January 29, 2013, 07:18:33 PM »
I would love to see a True Druid vs. Druid in play because man, Druidic Civil War sounds so fucking cool I want to die of delight.

9
Dungeon World / Re: PDF For Sale
« on: January 29, 2013, 07:16:30 PM »
Bought the PDF.  Love it.  I don't mean to annoy, but do we have a more solid idea of when this will see print?

We've got all the backer copies to ship (this weekend is the beginning of the mass send party!) and then after that, we'll find someone to partner with to deliver hardcopy and we'll make sure everybody knows about that action.

10
Dungeon World / Re: My hack at a DW GM screen
« on: January 20, 2013, 09:05:17 AM »
Technically, the art is the only part of Dungeon World that isn't CC-BY but if you're not selling it or anything, I'm pretty sure we don't mind.

11
The Advanced Delving chapter goes into some detail about creating content for the game, but if you want more information, it's going to take some question-and-answering.

Good thing we have forums!

12
Dungeon World / Re: New Years Weekend Actual Play
« on: January 07, 2013, 06:35:26 AM »
Willem McBride very drunk

This is precisely how the Bard ought to be played.

13
Dungeon World / Re: Question on Bonds, Also Question on 6 and below
« on: December 12, 2012, 11:19:00 PM »
The total number of bonds is static, when you resolving one you write a new one, not just from the starting list. There's a suggested process for how to write a good bond on page 31.

This is why the number of Bonds is a class feature.  More social classes (the Bard) have more than less social classes.

14
Dungeon World / Re: animal companion, labor & travel trainings
« on: December 12, 2012, 11:18:11 PM »
So, in the command move it doesn't seem to be any roll to which it could be applied a travel or labor training bonus.

This came cause I was thinking about a Mule animal companion:
Ferocity +1, Cunning +2, 1 Armor, Instinct +1
Strenght: tireless
Trainings: travel, labor
Weakness: stubborn

but then, I realized that there's no actual option to use its trainings in the command move.

I would expect something like:
...and you undertake a perilous journey, add it's (???) to your roll.
...and you carry some load, add it's (???) to your load.

Has anyone ever had an issue with labor & travel? Has anyone ever took a mule as an animal companion?

There are no direct mechanisms for those, but you could definitely leverage them narratively.  Need something strong and hardy to pull some doors open for you?  Your mule is trained for it!  Need to pack the mule with stuff so you can carry your weapons and armor?  Done and done.

These aren't things that come up as part of a roll or mechanism, but are still hugely relevant to the fiction of the moment in which they might be required.

15
Dungeon World / Re: Carouse failure and XP mark
« on: December 09, 2012, 10:51:51 PM »
Whoever made the roll, of course!  The chief party-maker.  The host, the patron, the most popular member of the party, maybe?

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