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Messages - Undreren

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Dungeon World / Re: The Druid and the "Shapeshifter" starting move
« on: January 04, 2013, 07:33:04 AM »
Sage does indeed lend sage advice ;)

Grim Portents is excellent :D

Dungeon World / Re: Please critique my move
« on: December 26, 2012, 09:54:33 PM »
Actually, I agree with Scrape; scrap the torch option. Having handy equipment is what Adventuring Gear is for :)

Dungeon World / Re: Tremble in fear! Beware the Siege Troll!
« on: December 26, 2012, 09:51:56 PM »
Thanks :) Of everything I have ever created as a GM, this is my gemstone. It brings back fond memories...

Dungeon World / Re: Tremble in fear! Beware the Siege Troll!
« on: December 21, 2012, 02:31:42 PM »
Link has been fixed! Thanks Nifelhein!

Dungeon World / Tremble in fear! Beware the Siege Troll!
« on: December 21, 2012, 12:30:16 PM »
I just finished up my work on the Siege Troll. It's an idea I got when I was GM'ing D&D 4e, and I have many fond memories of the fight.

Read it here!

Dungeon World / Re: That group stealth roll irks me...
« on: December 21, 2012, 12:24:21 PM »
Jonatan's move very much follows the same idea as mine, but he just had a much better execution. Nice one :)

I agree with Nifelhein; the GM should not emphasize how bad the worst is at specific things, but rather how good te best is.

Dungeon World / Re: That group stealth roll irks me...
« on: December 19, 2012, 11:09:58 PM »
Don't you love that kind of thing? Armor is good, sure but nothing like knowing it will slow you down or outright give your location. :)

Armor is only good if you have to use it. You're better off not fighting at all, if it can be prevented. If you are especially brutal with the effects of damage, then the players will quickly realize this. Loosing an arm tends to complicate things.

The sheer amount of enemies can be frightening too. If you tell the players that there's 60+ goblins parading outside a fortress, they might decide not to risk fighting them. Being attacked by ten goblins with spears is d6+9 damage on anything but a 10+ result. That armor won't save you for long ;)

Dungeon World / Re: That group stealth roll irks me...
« on: December 19, 2012, 08:12:49 PM »
There are a lot of options, depending on the circumstance. The posts here cover a lot of them, but I wanna add that sometimes it won't trigger a move at all. It's totally legit to be like "The duke's guards are really sharp and the Fighter is wearing plate mail and carrying three weapons. There's no way he'll make it past."

Remember that Tell the Consequences and Ask is in your arsenal, and so is Separate Them. Those moves work together here. I think it's cool to say "Thief, you know the Fighter doesn't stand a chance of being unheard. You could follow him a mile away. He'll get you caught in a heartbeat and you'll be right back in the duke's prison by nightfall. What are you gonna do about that?"

The Fighter can take off his plate mail and don some Leather Armor and a shield instead, in which case they could make an attempt. He might later knock a guard unconscious and "lend" his scale mail.

Players are pretty smart, they will react with plans like this when you tell them the requirements or consequences and ask. Which is great :)

Dungeon World / Re: [Challenge] How would you write The Hobbit as a Front?
« on: December 19, 2012, 02:37:42 PM »
One could extract a cool front out of this, but it won't be tolkienesque. Tolkien is full of deus ex machina and arbitrary coincidences. Something totally incompatable with dungeon world.
This; the amount of deus ex machina in The Hobbit makes it a poor adventure for roleplaying purposes, without major reworking (read: removal of the dependency of deus ex machina).

However, I think some of you have the font a little backwards. You are writing the fonts as if Smaug is the player. If this is intentional, fine, but I still think it would be more helpful if the font was written as if the players were the 13 dwarfs, Gandalf and Bilbo.

Dungeon World / Re: That group stealth roll irks me...
« on: December 19, 2012, 11:14:49 AM »
I actually have a pretty good idea for a move that functions along the line of "Undertake a Perilous Journey" and "Recruit" for group stealth rolls.

I will post it later, when I'm done with it.

I just wrote a short example in my blog on how to use "draw unwanted attention" as a GM to save the a PC.

Feel free to use it if you want to :)

Dungeon World / Re: That group stealth roll irks me...
« on: December 17, 2012, 12:30:38 PM »
The way to deal with it depends obviously depends on what's actually happening in the fiction.

If the entire party tries to sneak into the wizards tower undetected however, everyone is essentially acting despite an eminent threat (Defy Danger trigger), which means that everyone must roll to Defy Danger. From the book:

[quote src="Dungeon World, page 18, in the middle"]A character canít take the fictional action that triggers a move without that move occurring.

The thief example is therefore handled differently than the rules suggest. This doesn't mean it's a bad way to go, it just mean that it's not supported by the rules.

The way to go here is to make excellent use of "Show signs of an approaching threat" and maybe some location moves then (assuming someone rolls below 10)?

If it comes up a lot, the best way to deal with it is probably to make a custom move I guess?

I don't read that many blogs, just noticed some people had them, from their signatures :)

I just started my own, but I haven't actually made a post about Dungeon World yet.

Dungeon World / That group stealth roll irks me...
« on: December 16, 2012, 05:12:08 PM »
How does a group roll a collective stealth roll?

I always hated the "everyone rolls" approach, it really irks me. Having everyone trigger an Avoid Danger is bad, since even if everyone had equally good stealth, it would all come down to the worst roll.

Or would it? In a lot of games it's like this. In D&D 4e they say that the person with the worst modifier makes the roll. I hated bith approaches. In DW it's different since 6- isn't necessarily a failure, but it's still a lot of rolls that could go tremendously bad.

Having everyone "aid" seems very weird too, since it implies that they help someone go undetected, but doesn't do so themselves.

How would you handle it?

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