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16  hacks / hacks / Re: Sláine on: August 19, 2012, 05:42:44 AM
What happens on a miss with a Warp Spasm?

Someone should push on with this. Gavinwulf?
17  hacks / hacks / Re: In Nomine hack on: August 03, 2012, 12:26:20 PM
Really interested in this. Love In N but haven't played in many years. An AW hack is a great idea as it really suits the choirs / bands into playbooks and could link pretty readily to the magic.

For moves just think about what the characters will often try to do when you play In N, and spice it up to make it interesting.

I agree with the three dice, but wonder if 2d6 rolls vs success and the other d6 somehow improves the affect more like the original wouldn't be more interesting. Think of it like rolling hit and damage in DW at the same time.
18  hacks / hacks / Re: Carnage Amongst the Worlds on: July 12, 2012, 06:56:47 AM
Been doing some more work on this now I've finished Number Appearing. Toying with the title 'caedite eos' (slay them all), as this fits the idea to recreate a wide range of action media where the 'heroes' kill hordes of enemies but may well die themselves pretty well.

Right now my design principles are:
- No GM, because the type of game I want shouldn't need one. Plus I want to play.
- Flows like an action movie. So I have gone with Remember Tomorrow or Burning Empires style scenes.
- But you can die like an action video game. Tactical combat matters and death is very present. But also an option to turn this down to play things like Clone Wars.
- Emergent characters and character tension. So start quickly and flesh out the character as they survive. This means it has to handle both tensions between characters and with threats.
- As simple as possible.

UPDATED RESOLUTION MECHANIC

Principle is to reduce the complexity of rolls so you get back to the action faster but also that rolls spiral up the tension. So limiting addition required and cutting a separate damage roll or assessment. It looks like this at present:

Roll d12 and compare it to the relevant Stat:
- A roll of 1 to current HP total is a pushed success (two choices, so up to x2 damage, and +1 HP)
- A roll more than current HP and up to the Stat is a full success (one choice, so x1 damage)
- A roll of more than Stat is a miss (+1 HP, so your chance of pushed goes up)
- A roll of 12 is always a critical miss (roll to see if very bad things happen)
- If the action causes damage the roll also equals the damage dealt (and amount looted).
- Take +1 forward an +1 ongoing increase the Stat rather than the roll.

SCENES

I'm pretty happy with how these are coming along. Scenes will flow like in Remember Tomorrow, but you can't follow a scene with one of the same type.

1. Challenge (roll vs varies)
In this scene the player challenges another player's character with a situation that requires a roll. If they try and miss the challenge the Controller gets 2 XP.
- ... physical challenges: kicking doors, opening chests, swimming rivers, duels
- ...chase, climbing, picking pockets or locks
- ...social or intellectual

2. Conflict
This is where it will focus down into 3:16 type combat.

3. Escalation
Cut-away to Threat and announce future badness, like kidnapping someone or otherwise escalating the situation. Increase resources and experience value of the Threat. If an NPC significant to a PC is kidnapped or killed, they write down a Flashback Hook.

4. Preparation (roll vs varies)
A montage when you prepare, grab your gear or train roll vs any one Stat. Let's the characters heal, gain moves or otherwise prepare for tough fights.

5. Refresh
The Controller can choose two or more characters to have time together to" talk through an issue, bind each others wounds and make revelations. Have the characters talk, and when discussion is at a critical point of your choosing resolve. To resolve each player simultaneously points at a player (index cards with names for web game). For every player that points at you, you refresh -2 HP. if you point at yourself you refresh -1 HP. If no-one points at you, you get a Flashback Hook to this event.

This is not a scene itself, but an improvement on something I've posted before fits into scenes:

6. Flashback
If you don't like the result of die just rolled and you have a relevant unused Flashback Hook you can immediately interrupt the action with a Flashback scene. Once you have played out the Flashback scene you re-roll the die. During the Flashback go back to event and recreate it. If the event was resolved previously because it was played out in the game, just relive it quickly and use it to fuel a re-roll. If the event was not resolved because it was not played out in the game work it through it with other players taking on the role for their characters or NPCs as necessary. For these unresolved events, the re-roll is used at it pivotal point to resolve the result of the Flashback (benefits not accruing, just success or failure for the character) and the current scene. You can't follow a Flashback with another Flashback to get a third roll of the dice.

More soon.

But in the meantime if you like the concept but think my rules suck, check out Tactical Ops (http://psychosys-rpg.blogspot.com.au/) I ran across today. It has a somewhat similar concept in GM-less tactical rules for special operations games but different rules approach.
19  hacks / Dungeon World / Re: Number Appearing playtest and suggestions on: July 06, 2012, 01:10:43 PM
I use regular healing for simplicity. But reverse it up if you like.
20  hacks / Dungeon World / Re: Number Appearing playtest and suggestions on: July 05, 2012, 01:39:17 PM
Oh sweet! Is this AP?

Just added Death Knight, because Russ Nicholson is a generous guy who did extra art, which might be a tasty Compendium Class for a Restless Dead Paladin.
21  hacks / Dungeon World / Re: So... Dark Sun on: July 01, 2012, 01:02:58 PM
Yeah, this is what I was thinking.

Not sure you'd need to hack that much to get AW playbooks to Dark Sun. We played Space Hulk style apocalypse with zero changes to AW recently and it worked fine. The playbooks in AW are right set for 'political' Dark Sun you might just need to hack on gear and change some move names.

However, I'd probably play it with DW as Dark Sun and I have Hx I doubt I could get over.
22  hacks / Dungeon World / Re: So... Dark Sun on: July 01, 2012, 12:39:16 PM
Yeah, I'd say makeshift or non-metal as a tag is easiest.

So you have seen the two AW hacks of Dark Sun, right?

Dark Sol and Dark Sol II. There's certainly ideas to be found in them.
So many good hacks. I keep forgetting to trawl the history here.

This does raise the question though, would starting with AW get closer to a non-D&D but more powerful version of Dark Sun?
23  hacks / Dungeon World / Re: Number Appearing playtest and suggestions on: July 01, 2012, 12:32:14 PM
Sweet. Thanks Noofy.

Was looking forward to seeing that marsupial Druid you were touting, but I'm sure there'll be another time. I'll text you my number so you can call me when you're in town.
24  hacks / Dungeon World / Re: Number Appearing playtest and suggestions on: July 01, 2012, 03:03:33 AM
Love the maps! But should have warned you not to try the whole Dungeon mapping with a one shot. Final version has some sample maps.

I think I have all these typos now.

If you playtested or offered suggestions and your name is not in Playtest Version 2.0 let me know so I can pass on my thanks in the final. You only have a couple of days to do this.
25  hacks / Dungeon World / Re: So... Dark Sun on: July 01, 2012, 03:01:17 AM
Called them Towering Brutes.

Happy to hit people up with an advanced copy if it helps them make other hacks. Just send me a message.
26  hacks / Dungeon World / Re: So... Dark Sun on: July 01, 2012, 02:55:13 AM
Encouragement from me too!

My advice is don't overcook the goose when planning this one. Just think about the distinctive elements of Dark Sun and check the rules cover these.

My list would be:
- Cannibal Halflings, running Elves, Tri-kreen, Mul and Half Giants. Sounds like a few race moves for the classes would cover this. (But don't go to the trouble of making rules for the giants size.)
- Psionics. I think about 10 specific psionic abilities would do it with a random assignment. If you're a purist you might want the Psionic class as well.
- Variable quality weapons. So we could add a couple of tags, like maybe flimsy, wooden or stone that make cheap weapons suck a little more. Re-flavouring the armour types down would also solve the metal problem.
- Journey's without water. The journey rules cover rations which could be refocussed to water pretty well. But we need to make water much harder to get. This plus the weapons, suggests an adjusted equipment list.
- I wouldn't go overboard on the distinctive classes. Poisoning Bards: If we hack the Thief poisoning into Bard we'd have to hack up something new for the Thief so I wouldn't bother. A quick re-write of the flavour of Clerics or Paladins could get you Templars. Addition of something "Defile the surrounding land" to the 7-9 for Cast a Spell would cover Defilers and tempt Preservers. I'd call the Gladiator a type of Fighter and call that a day.
- Tougher characters: I'd leave this as the current rules should be fine.

What else?
27  hacks / Dungeon World / Re: Number Appearing playtest and suggestions on: June 28, 2012, 11:48:58 AM
Second playtest version is out. I think I've got it to everyone who asked for the first version.

If I missed you or you want it send me a private message.

Will be putting together the final version for backers early next week.
28  hacks / Dungeon World / Re: Number Appearing playtest and suggestions on: June 27, 2012, 12:35:53 PM
Right now you can only get it from me or someone I've shared it with on the undertaking you won't post it publically. Message me with your email and I'll send a link.

(Normally I'm pretty relaxed about sharing, but this is a Kickstarter reward so I want to lock it down a bit. Long-term it will be CC-BY just like Dungeon World.)
29  hacks / Dungeon World / Re: Number Appearing playtest and suggestions on: June 27, 2012, 11:56:16 AM
OK, I think I've made the Lycanthrope work by toning down the base version and adding regeneration to the Compendium Class. I've also gimped the Troll a little more: as the only starting race with regeneration I don't want it overpowered.

Base Lycanthrope version looks like this right now:

All Lycanthropes have these three moves:

o   Animal form: You can change between your normal and animal forms whenever you like, unless you are affected by a bane. In animal form you and your possessions meld into a perfect copy of the animal and you have their innate abilities and weaknesses. You still use your normal stats but some moves may be harder to trigger—a wolf will find it hard to open a door.

If you are affected by a bane you must immediately change to your animal form and stay in it until the bane no longer affects you. A Druid Lycanthrope can only change to other forms when not affected by a bane. Choose three banes:
o   The full moon
o   No moon
o   Less than half hit points
o   Inebriation
o   Anger
o   Fear
o   Passion
o   Close to fire
o   Touch of silver
o   Touch of cold iron
o   Touch of wolfsbane

o   The Moon Gift: When in animal form your bite does damage as Class (range Hand). NPCs you kill with your bite might return as a Lycanthrope not in your control. When a companion takes their last breath and rolls a 7-9, you may offer them your 'gift' of transformation to a Lycanthrope as though you were death itself.

o   Wild Scent: In animal form you can use the Ranger move Hunt and Track using just smell on a trail less than a day ago.


If your animal form is a giant snake or spider, you get this move instead of Wild Scent:

o   Poisoned Bite: Choose a Touch poison. Once per day when you are in animal form you can inflict that poison on someone you successfully bite.
30  hacks / Dungeon World / Re: Number Appearing playtest and suggestions on: June 26, 2012, 09:55:53 PM
Got some ideas on the Lycanthrope I'll post later, but if you have ideas in the meantime hit me up.

@stras: hit me up with your email address via private message or whatever and I'll send you the playtest.

@Phil: Can send you the updated version at any point. When do you need it to prep for your game?
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