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1  hacks / Dungeon World / Re: So, The Druid on: September 02, 2012, 04:19:29 AM
One of the things listed in the move is to let the beast overcome them.  I've had a druid get ready to scout, miss his roll and turn into a raven only to flap off, go look for carrion, start building a nest, collect shiny things.

Or have the bear druid forget he was a person and become more of a bear.

However, my favorite is to have the land really get to them, and place a gaesa to go put something right.
* The soul of a woman wronged and killed nearby whispers through the land.  You shift and her voice drowns out that of the other spirits.
* The rent in the soil beneath you where the cults meet when both moons are black offends the land.
* The swamp cries out in the south, the burning of the dragon's breath boiling it's brackish lifeblood.

You know give them a cool vision, have their dreams be nothing but this till they right it.  Have them suddenly start needing sustenance.  More stories from failures I say!
2  hacks / Dungeon World / Re: Lay on Hands on: August 27, 2012, 08:37:24 PM
Farrel - keep in mind that on a 7-9 the damage just gets shifted (to the paladin).  And on a 6- you can make a move, as hard as you like.  Meaning, unlike other games where it means essentially an infinite stream of healing, magic has a price and is limited by the base mechanic.

Sometimes it's just better to rest.
3  hacks / Dungeon World / Re: My problem at being the GM on: August 27, 2012, 08:30:27 PM
As far as I can tell, the players state what they're doing, and the GM calls for rolls as appropriate.

Obviously at a table, there will be some back and forth.

GM: "That sounds kind of dangerous.  Give me a Defy Danger pluuuuuus..."
Players: "Str!" "Dex!" "Wis, it's about him noticing the ledge."
GM: "Sure, lets go with Dex."

Player: "I try to puzzle this out..."
GM: "Cool."
Player: "What do you think? Is that a Discern Realities?"
GM: "Oh yeah! Gimme a roll + int!"

I'm not surprised at your Newbie/Experienced player story.  I'll never forget the looks on the faces of my players when a first time roleplayer rallied a village to come and help (they never thought of it because of preconceptions - clearly the heroes have to solve all problems on their own!)  Playing these games sometimes damages our capacity to roll in the fiction, and that's what the players should be doing: putting down a story together.  The game's pretty robust.  It can handle most things.  Thinking inside the moves as your only options frequently stymies it.

If they look up, and wait for you to acknowledge a move, just do it.  It's cool.  The book gives you permission.  Don't let it rattle you.  It's just part of the back and forth.
4  hacks / Dungeon World / Re: Confused and need help on: August 24, 2012, 03:14:34 PM
@Dracones: You are right (as is Scrape right after you) I believe.  The difference is often one of proportion.  You deal damage and you take damage is certainly valid, but it's a scrum.  On a six-minus there is not only the possibility of a disproportionate hit (the ogre hits you with a tree, you go flying, your shield and sword dropped) where there isn't a 'give and take' or even ground in the fiction.  This is of course mitigated by tags and other things which muddles a perfectly clear answer (what if you're hit, but the monster has Forceful? Wouldn't you go flying then?  Well yes so long as the fiction isn't 100% opposed, but that's not the default case).

But on a 7-9 hack-and-slash you wouldn't for example collapse the ceiling, or light the room on fire.
5  hacks / Dungeon World / Re: My problem at being the GM on: August 24, 2012, 03:03:15 PM
I have a different question.

Why does this make you feel stressed?
6  hacks / Dungeon World / Re: so many arrows on: August 24, 2012, 02:50:59 PM
I suspect it may be an editing issue? I would expect all arrow-ammo to conform to a specific format.
7  hacks / Dungeon World / Re: Gen Con 2012 on: August 24, 2012, 02:43:25 PM
I ran three games myself (including an after-hours one for skinnyghost!), but I kept either seeing all the games be full before they were even written up on the board, or stepped out a couple times so that folks that had never played got to experience it.  Next time I'll definitely try to catch at least one game! :)

Also those dungeonmorph dice/cards seem super cool! I'm sorry I missed them at the con, I might have to see where I can procure a set.
8  hacks / Dungeon World / Re: Confused and need help on: August 23, 2012, 04:26:59 PM
Re: Events, Outcomes, Waste, etc.

See, this is actually where my confusion stems from.  The book and these articles are trying to rewrite and add new terms for old things.  This is not meant as an attack against DW or other indy games.  But I don't see the need for it.

Where I started getting confused at was the term golden opportunity (referring to when a player fails a roll).  In the context, it is used as if it was something unique, when really it means "GM do something cool now."  Or in any other game, "The GM takes an action with a monster".  

Sarim, there's a bit here that I'm not sure if the guys drove home (it might be in the linked article).

The difference between a GM move and a golden opportunity is that you can make a move as hard as you like.

This is the difference between a hard and soft move.  In say 'D&D' or another trad game, taking an action with a monster is a soft move followed by a hard move post dice adjudication.  Let me demonstrate.

The traditional monster turn is "X attacks Y, roll to hit, roll for damage, Y roll to escape grapple/being-sucked-Elsewhere/save-vs".

In DW on a 7-9 you may hit the critter, and it 'launches at your throat' or 'throws a fireball at you' and you can defy danger to get out of the way, get an assist from someone tackling you down etc.  This is a soft move.

A hard move means you're hit. Period.  Instead of 'the monster swings' it's 'your collarbone shatters under the mace, roll for damage'.  It can of course be things that affect everyone "the avalanche buries the area, what do you do!?" or a move of any Hardness (including softs) and not just damage  "the earth elemental's hand fuses to solid rock around you! What do you do?".

In general that golden opportunity is a great time to change up the battlefield, flip tables around and so on.  Remember that moves snowball.  So a soft move will prompt a player move, which usually prompts another action.

A hard move may take a number of rolls to resolve (be it via healing, or struggling with fixing the problem).

And finally when everyone pauses and looks at you like 'what next' start with a soft move "the goblin leader steps forward, glares, and throws his spear over your whole squad in a challenge!  What do you do?"

Hope that helps! :)
9  hacks / Dungeon World / Re: Pre-Release Character Sheets on: August 13, 2012, 09:34:13 PM
What size would you prefer adam? 8 1/2 x 11?
10  hacks / Dungeon World / Re: Custom Builds from Source on: August 13, 2012, 07:01:15 PM
It's also lightning fast and tremendously responsive.  Good job!
11  hacks / Dungeon World / Re: Pre-Release Character Sheets on: August 13, 2012, 06:58:23 PM
I think the new sheets are clean, pretty enough, and present the information in a more usable format.

That said I like the old ones (although i'd reorganize them a bit).

The reason is as follows: the old sheets (like the AW tri-fold playbooks) are unique.  When you fan them out on the table people wandering looking for games lean over and ask 'what is that'?  When you're running games at cons it's probably the best reaction you can have.  Also Emily's art is striking.  It helps inspire, and folks respond to it (I've had folks mention things from the art as backing for what they're doing in-game a few times).

Also I need to post my online sheet-maker.
12  hacks / Dungeon World / Re: Adventure starter - Blackmoore on: August 13, 2012, 06:45:51 PM
May I suggest 'Adventure Igniter', 'Adventure Seed' or 'Adventure Spark'?  For one 'Adventure Sparker' is hard to say, and both easy to misspeak and mis-hear.

Regardless, your idea is TOP NOTCH ser.
13  hacks / Dungeon World / Re: Edits on: August 10, 2012, 06:22:32 PM
I always prefer flavor.  Particularly if it has cadence.  

This is Avon, who has sworn his name to the Vortex for Power, Summoner of Spirits, Walker through Realms Unseen, mighty Wizard!

...
...
His friends call him Av.

One of the things that drew me to the game is actually the Flavor of a lot of their move names and descriptions.  Remember that humans lost their Summoning racial and some spells were re-worded in the last iteration.  I wouldn't mind seeing instead something like 'master of Lightning' and a demo of how he flavors his Magic Missile and such to be lightning themed (which surprises me that not everyone does in the games I've demoed, so it's a cool thing to throw in).

But they have wordcount, and such to consider.
14  hacks / Dungeon World / Re: Druid Spell List on: August 10, 2012, 03:27:55 PM
Moreover without the move boosts that make those spells more powerful the druid may have the versatility of the spell list but the cleric is definitely the cleric-spell powerhouse.

From actual play, I can vouch it doesn't seem to drown out one or the other.
15  hacks / Dungeon World / Re: Druid Spell List on: August 09, 2012, 09:07:31 PM
Hey Anti :)

The Druid is one of my favorite classes (probably my favorite class period).

In traditional D&D you can find that they cast spells in addition to shapeshifting, although that changes a bit in certain sources and builds.  One of the awesome things about the druid in DW is that they aren't casters by default, but the designers are sneaky ninjas insofar as they built in the possibility of a build that makes them closer to the D&D vision.  How?

If you take Hunter's Brother or Stalker's Sister - you can gain a Ranger move.  This opens combos to you.  So for example: you can take 'God Amidst the Wastes' which gives you access to the full cleric spell list.  Boom - casty Druid.

However, while the cleric spells are fine, they are not necessarily all classically druid flavored.  If you compare this list to the cleric list you'll see that I translated it spell for spell and mechanic for mechanic.  This isn't a new rule so much as a re-skinning for those Druids that want to play a casting heavy cleric-y type druid.

They keep their shapeshifting and all moves as-is, this is just a flavorful supplement to let those casters have more classically named and themed spells in their list.
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