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12:01 AM
Oh so its the opposite of pathfinder then
Focusing on the narrative instead of the mechanics
That sounds fun
 
@Sandwich largely, yes -- no need to do a bunch of charopt headscratching
 
12:37 AM
It's a shame that my only game is in that exact time slot, heh.
 
1:31 AM
"Don't put a wall of acid under the bag!" "It only takes damage at the start of its turn, and it's a bag! IT DOESN'T HAVE TURNS!"
 
 
5 hours later…
6:38 AM
Watching Canadians being born is such a glorious thing to witness. https://t.co/zUWhpCHWN9
 
how silly
XD
 
 
4 hours later…
10:22 AM
Hooray, I get to run a one-shot in our student org's RPG night!
 
Oooer.
Whatcha gonna run?
 
Well, more like "hooray there's going to be an RPG night", as if they'd turn me away :P
@BESW I was thinking of trying out Fate, but I decided to stick to AW because I actually have experience running and playing it.
 
Fair enough.
Using a pre-made?
 
Pre-made scenario?
 
Yeah.
 
10:25 AM
I usually make up a fun starting point for the players and watch where it goes. Typically I set my AW one-offs in Finland, frozen by nuclear winter.
So no... I don't think I've actually ever seen an AW premade adventure.
 
They're not like, say, d20 pre-mades. But they do exist.
 
Per the philosophy of AW (play to find out what happens) I'd assume they'd be mostly starting points, yeah.
I was thinking of revealing the initial drama ("opening crawl") way in advance - something about a "second apocalypse" cult, with the twist being that one of the players gets to be its leader.
I could start the session with a provocative question - "saaaay. What makes you think there's going to be a second apocalypse?"
And see where it goes :P
The only snag being that I don't like Hocus as a one-off playbook a lot - it has mechanics that are the coolest when the game covers longer timespans.
 
Hocus?
 
It's a character playbook/class - basically a cult leader. They have followers who provide barter goods and other benefits on a per-session basis, but also can (and by my experience, will) cause trouble for the Hocus.
 
Ah.
Well, yes, I think the point of almost every move in AWE is that it will eventually cause trouble for the PCs.
 
10:40 AM
:)
Yeah, cult lieutenants and underlings make excellent actors to use against the Hocus and especially the Hocus' friends.
 
I'm trying to figure out which DW playbooks have the moves I'd most enjoy being troubled by.
 
Basically every session open with a roll for the Hocus. Hard hit, their followers are in surplus. Soft hit, they have surplus for the Hocus, but also have some want to be addressed. Miss, no surplus for the Hocus but only needs to be addressed. Want options include stuff like "Hunger", "Desertion", "Disease"... basically stuff that goes down if the Hocus rolls badly and neglects treating the consequences.
For example, if the Cult's want list includes Desertion, and the Hocus rolls 7-9, I'd have the Hocus noticing that some prominent member and their family is absent from the ceremonies, and upon further investigation has actually decided to leave the flock. I'd then give the player a chance to find them to get them back, or just ignore the situation and appear weak.
"Getting them back" might mean roughing them up, or bribes, flattery, meeting some more specific needs the family has... there's so many options in AW.
Anyway, this is a bad move for a one-off. I don't want the entire adventure being dictated by this single move.
 
Yeah.
 
Dungeon World lacks this self-destructive classes, though. Barbarian is one possible idea - you can go around pursuing your Herculean appetites at the risk of ruining absolutely anything!
 
Yeah, but all Apocalypse World Engine games have the idea of "enjoying failure" within relatively specific modes defined by each playbook.
They aren't all as aggressive as the Hocus, but they're there.
 
10:56 AM
True, yeah.
A friend pointed out that while AW grants exp for any rolls made with highlighted stats, it sort of rewards failure anyway... because a failed roll typically sets the player up for further rolls, while a successful roll usually averts the danger for a good while.
 
And unfortunately, my brain is still wired for "D&D-like setting" to kick all the d20 System optimisation gears into motion.
 
Heh!
Yeah, Í can really see that being a problem with Dungeon World. People have different expectations.
I expected more AW than it delivers, some expect more DnD than it delivers.
 
The only AWE I've played so far is Monster of the Week.
 
11:14 AM
I've heard good things of it, but never seen it.
It's a Dresden Files -esque urban fantasy, isn't it?
 
It could be used for that, yeah.
But it's more "monster hunters" with a dash of "road trip."
Think Supernatural or Buffy.
(Or, with the right extra playbooks, Scooby Doo.)
 
Buffy was very popular when I was in school, but I somehow managed to neglect watching it.
 
I literally just finished watching it 30 seconds ago.
 
@BESW Which reminds me, if you ever play Apocalypse World, don't hesitate to try out the Marmot playbook.
 
@kviiri Link?
 
11:21 AM
@BESW apocalypse-world.com/previews/AW1E-limitedrefbook.pdf See pages 12-15. It's a Marmot who solves mysteries. And is an actual Marmot.
"If you and another character have sex, you both take -1forward for shame, unless they’re also a marmot or it’s true love."
There's also Space Marine Mammal. A dolphin in a mecha suit. And seriously, for a joke playbook, it's rather well fleshed out.
 
Heh.
 
11:36 AM
Some of those Limited Ed playbooks are really cool concepts. Maestro'd is a particular favorite - I'm actually playing one now.
There's also the Quarantine (a special operative placed in stasis before the Apocalypse), which AW2e handbook describes quite well as being a good way to inject "modern day sensibility" in the Apocalypse World - with the warning that such sensibility makes one extremely unsuited for living in Apocalypse World.
 
12:05 PM
I'm reading the DW "War and Wonders Pack" playbooks, by Peter Johansen, and they mention "heritage moves." I don't understand what those are.
 
12:31 PM
Haven't heard of them.
 
It's in the context of the Beast playbook, and I think it's just taking the moves from a monster and writing them in your PC playbook. But I'm not sure how that mechanises.
 
It could be meant that they should be custom moves made by the GM.
 
Monster moves are, like just a phrase, and that makes sense for monsters.
But I'm not sure how it works for PCs.
> Beast-Blooded
Your heritage includes the blood of a beast or a monster. Describe your species, appearance, and cultural heritage, choosing anything or any combination of things that sounds interesting to you. Choose up to three heritage moves to start with, based on the monster moves that best match your heritage.
> Hunter
Add either “Track by scent” or “Move silently” to your list of heritage moves. This does not count towards your maximum number of heritage moves.
Does that basically just give me permission to do those things?
 
It shouldn't. Typically a move shouldn't mean that "you can't do X unless you have this move", and "moving silently" sounds like something you could at least attempt without it.
 
Maybe these are just poorly made playbooks.
Shame, I really like some of the ideas.
 
12:48 PM
@BESW That's probable.
 
[sad]
 
I like how AW and DW encourage the GM to invent new moves when the situation calls for it, but it can get problematic. Like the Druid, in DW, is supposed to receive new moves for any animal form they transform into - and that list is for all practical purposes unlimited.
So say your player says "ok, so the gnoll's charging into me? I'm attuned with the forest, so I quickly concentrate my mind on the essence of the squirrel and adopt its form to get out of the way"
The GM: "Okay, do the rollings. And please wait 3 minutes while I come up with your new squirrel moves"
 
@kviiri I think "Move Silently" might be somewhat similar to "bend bars, lift gates": Of course you can do that action in the fiction, or something like it. Maybe not move without any noise, but at least good sneaking.
But it is likely qou defying the danger of getting caught or whatever.
 
1:04 PM
Except Bend Bars, Lift Gates has a dice roll.
 
It does, this is where Monster/creature moves are odd, as @kviiri mentions for the druid's shapehift.
Do you have Hold on the heritage moves or something?
 
Nope.
 
Because the druid has at least that.
 
There are levelup moves that trigger things when you use heritage moves, but at level one they're just phrases.
 
@BESW So might Move silently, if it's not explicitly spelled out. If the move is named but never defined, I assume it's meant for the GM to define (and bad design, imo).
 
1:06 PM
@kviiri It's just a phrase. And the space on the sheet to write the heritage moves has no room for anything more than phrases.
 
Huh.
 
@kviiri I love the druid's shapeshift for flavour, and have essentially used that as "you can rely on doing the things your animal van do 'X times".
(Typing on a tablet on a coach, expect more typos.)
Can you read it like move tags, just like weapons have weapon tags?
 
Essentially informing the fiction of succeeding/failing?
 
Maaaybe?
 
1:10 PM
@BESW Can't see imgur from coach, apparently.
 
It's a picture of a toy circus-animal truck with "ANIMAL VAN TRUCK" painted on the top.
And "Animal van Truck" would be a good name for a camp villain.
 
@Anaphory Yeah, the flavor is good.
@BESW Sounds like it would be a good match for Captain Planet. A villain who ships animals away from their natural habitats.
 
With a strong fake Dutch accent.
 
And possibly a Squirrel Girl cameo.
 
(most of my Captain Planet knowledge is gained through pop-cultural osmosis, so don't expect me to take this joke any further!)
I only have seen the Hitler episode.
 
1:14 PM
"It'sh fun trük, neet van truck!"
 
I'm not even sure if they ever aired Captain Planet here.
Apparently yes!
 
1:30 PM
I'm personally more of an Alfred J. Kwak guy. It has Hitler episodes too!
 
Passerby: Raising a family is hard. Necromancer: Not if they're burried close enough together. Passerby: What? Necromancer: What?
@BESW I commented on your latest botch. It's very exciting.
 
 
2 hours later…
3:27 PM
Hmm... @BESW @Shalvenay I'm in discord now and have no idea what I'm looking at. I've got a chat window, a list of people (not all of whom I recognize), and lots of hovering exclamation marks. And their help "?" doesn't seem very helpful. I've got a meeting then lunch now, but I'll be back in a few hours.
 
 
2 hours later…
5:00 PM
0
Q: Is there an established way to handle a game's designer on the site?

UrhoKarilaI'm asking due to this question in particular. It's a question about the 7th Sea 2e RPG, and we have a new user who was a designer for the game. Currently the answer he's supplied is marked as requiring additional references, which seems a little absurd. Is there a method to handle users like th...

 
 
2 hours later…
6:46 PM
VtC unclear (needs edition)
 
I'm designing a mechanical and magical lock trap, with the systems backing each other up.
It works by having a manacle as the release mechanism for unlocking it, and if a person tries to mess around with it via a disable trap, a spell trap of blades will come into effect. Also trying to disable the trap by casting dispell magic will activate the spell blades.
Even if the would be thief gets past the the mechanical and magical blades, the lock has one final trick: when you get to the end of the hole, you need to grab ahold of a handle
in doing so a rod goes through the manacle, and the person needs to turn their wrist (without the manacle would break the wrist bones, and cause bleeding), at which point it would be released to open a passageway.
Can this trap be beaten?
 
7:10 PM
Antimagic field
But I would be very hesitant to use that kind of trap in any game, as traps are normally made to whittle down, not kill outright.
 
 
1 hour later…
8:21 PM
@JesseCohoon Unanswerable without knowing one thing: what is the purpose of the trap?
 
8:38 PM
Also, how can dispelling a spell cause it to activate? I've never seen that interaction before, I've seen if a spell fails to be dispelled it activates.. but normally when dispel magic targets a permanent effect it disables that spell for a certain amount of time, yeah?
 
8:54 PM
...craft contingent spell?
(but that'd be one disspelled spell causing a different instance of a spell to activate)
but yeah if it's disspelled isn't it gone? you can't have a spell that gets activated by disspeling it
 
@nitsua60 the purpose is to protect a series of passages accessible only to the thief's guild
@Sandwich Basically it's GOT an antimagic spell around it already. Disspelling the antimagic with another antimagic spell would cause the magic to activate.
@doppelgreener the spells (and mechanical aspects) would be turned off by the spell (basically all of the aspects of this system are custom spells and mechanism built for this purpose, designed specifically to turn off in the presence of the manacle.
 
9:21 PM
@JesseCohoon oic. quite clever. (i wonder if dispelling dispells absolutely everything though, magic and antimagic. i am not an expert in this though, that is why i am wondering.)
 
9:34 PM
@JesseCohoon Does the guild intend this trap to harm, deter, deceive, delay, kill, &c. those who come across it?
 
@nitsua60 who sticks their hands into strange holes in buildings? A) The foolish/ stupid/ insane B) the curious C) those who are in pursuit of a guild member. They're trying to discourage all 3. If someone gets hurt/ killed in the process, it's not their concern
 
9:49 PM
Ironically our official merch store does not have any hats, but code HAVEFUN does get you 20% off (today only): http://www.redbubble.com/people/evilhat/shop?asc=u
 
@nitsua60 anyways, such holes would likely be a (3D&D 3,5/ pathfinder) DC 30 to find (the size of an arm, and deep as it will go), at the end of a dark alley no less!
 
@JesseCohoon He means, the purpose of the trap as a game element (in D&D-like systems) is usually to expend some of the party's resources before a major setpiece encounter.
And that's important: what's your goal for this trap, as the GM?
As written, it sounds like something you don't want the PCs to engage with.
 
10:15 PM
@BESW actually, I do, ironically enough! The manacle is something that thieves in the upper echelon of the organization gets (not always by choice). But it's a HUGE trade off. This manacle can't be removed, and it takes up two valuable magic slots on the body (the hands, you can't use gloves or any sort of bracelets, as it's too large to allow for either.
@BESW (I got this idea from the Manacle of Osirus on the cartoon and movie "The Mummy") But it allows immunity to the blade barrier spell (it short circuits the spell, even though their system is custom for what they're doing)
@BESW because it also kinda turns off magic, for some things it could provide a sort of spell resistance.
 
That seems like it'll introduce more complications than you probably intend.
What system are you using?
 
10:46 PM
@BESW 3.x, so I borrow from 3.0, 3.5, pathfinder as needed.
 
Mmm. Then I suggest something a little less Rube Goldbergian.
 
@JesseCohoon What's the DC to disarm it with Disable Device?
 
@Miniman I suspect that his goal is to have it undisarmable: sounds like the purpose of the trap is to be a chokepoint for the plot with only a single solution for advancement.
 
@BESW Yeah, I'm suspecting the same thing
 
eg, it's less about getting into the guild and more about forcing someone to strap a great honking plot device to their wrist.
And, well. Every group is different but in most of the games I've run all I'd have to do is say, "I've got a plot device that I need someone to strap to their wrist" and they'd start fighting over who got the honour.
Whereas if I said "The only way into this place you want to go is to [do the thing]," my players would instead take that as a challenge and spend the rest of the adventure finding some other way to get in. And they'd succeed.
 
11:03 PM
On the other hand, I know neither of my groups would be ok with a game element that doesn't interact with the game.
 
yeah.
On a nearly unrelated note:
A 1989 GURPS author describes roleplaying "without spells, powers or automatic weapons to back you up" as "a radical concept." plus ça change.
(I just read an article published yesterday that talks as if such games are relatively recent.)
 
11:20 PM
@Miniman ist stage DC 30 (the first catch to turn off the mechanical blades), doubles for 2nd set of catches, doubles again at the 3rd, doubles again at the 4th. So 30, 60, 120, 240.
 
@BESW we are fickle, but easily understood, creatures XD
 
@BESW but telling them that it's a plot device interrupts the suspension of disbelief! I wonder if there's a way to do it that's less intrusive.
 
@JesseCohoon So you'll let the PCs roll the dice but failure is a foregone conclusion.
You want them to only succeed in the one specific way you've set up. Why?
What's the purpose of the scenario for you? Is it really to get them to put on the manacle?
Is your goal to impress them with the security of the guild?
To impress on them that their skills are not competent to the threat they face?
 
@BESW maybe partially psychological. See what solutions they can come up with. Would they be willing to kidnap someone from the guilt and make them let the PCs in?
Would they throw someone (one of themsleves, getting hurt in the process) or something they value to jam the door?
Can they figure out a way that doesn't involve the magic or mechanical aspect? (phase through the door for instance)
 
Keep in mind, you're playing in the d20 System. Unless your group is particularly unusual, game mechanics are the default solution to any problem.
Many 3.5 groups are gonna throw skills and spells and magic items at the door long before they seek RP solutions.
 
11:30 PM
@BESW mechanics are one thing. But why not make them think outside the box for solutions that may not be all that obvious? And besides, my players know I run a roleplaying game, NOT a ROLL (whee! dice) playing game
 
But you've set up some mechanical solutions as automatic failures and others as potential successes. So instead of asking your players to leverage their mechanical ingenuity, you've set this up as a blind game of guessing.
 
I think i can combine the 2 seanmessly
the mechanism itself may start at a DC30, but I as a player wouldn't start there. I'd start at the door itself!
If that didn't work THEN I'd look at the mechanism
 
So you've devised a fiendishly clever and effectively un-by-passable lock but you expect the players to just break down the door instead of interacting with it?
I'm very confused about what you've got in mind.
 
The VERY first words I'd tell the players is "you can tell by the design of this hole that it is a trap if you don't have the proper equipment to unlock it. Surely doing so will very likely injure you."
I as a player will say "ok, let's look for the door, so i can not have to mess with this thing that will injure my character."
But that's just me
And I will give hints that the door looks like it could be jimmied or something if they find it, which if they're looking at the lock they will.
 
user15026
11:46 PM
I'd still try it, to be honest
 
@Ash even if told "you've never seen something this complex in your life. The mechanism is far beyond what you know and can tell you really shouldn't mess with it?"
 
user15026
Then what's the point?
 
user15026
The more you give me about a thing, the more I generally think 8 am supposed to do something with it
 
user15026
I dunno, i tend to question things like that, because I assume the more work a thing takes, the more it could be hiding something awesome
 
user15026
Too many video games, maybe. :p
 
11:49 PM
yeah
that is a very video game based approach, I tend to think the same way
 
Maybe have the door at a really low DC, and only an idiot would look for how to open it anywhere else than at the door itself
a dc of 10,
 
Once again, what are you trying to achieve with this thing?
 
user15026
Yeah, what is the point of this unopenable door?
 
the door itself isn't unopenable, the LOCK is.
 
Sure, but why? What's the unopenable lock for?
 
user15026
11:53 PM
So if i take the door off the hinges, i win?
 
user15026
That seems kinda odd.
 
user15026
Why go through all the trouble of the lock, and then not really stop me from just putting a boot through it? What are you trying to do?
 
not that type of a door... unless you want to make a (censored) lot of noise and alert others of your presence
 
For example, is your aim to make sure players never use Open Lock again, and just go through every door with adamantine weapons/Mountain Hammer?
 
@JesseCohoon what about a party that yanno -- makes their own way in?
 
11:55 PM
That's part of phasing through the door, as I said above
 
user15026
@JesseCohoon depending on the others, that might be an acceptable risk though
 
I mean, just opening a hole in the wall with a Stone Shape or whathaveyou depending on what the wall's made from
 
yeah, that's possible, not very practical, but it would take a minute to figure out how, but if the pcs had the patience I'd allow it
But there's a WHOLE NETWORK of such passageways
what are they going to do, cast shone shape on each?
 
user15026
What exactly are you trying to accomplish with this? I'm still kinda confused.
 
user15026
@JesseCohoon if I feel I have the time, and it works, why not?
 
11:58 PM
or they could summon a burrowing creature and tell it to go off digging in a direction xD
 
Maybe the goal is to get them easy access to all these hidden passageways easily, and without the headache of having to do so every time
@Shalvenay that would cause undue destruction to city property if done all the time. Try something like that and you'd have half the town collapse as there are passageways like that snaked throughout the town
 
@JesseCohoon So, the goal of this obstacle is to...not be an obstacle?
 

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