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Post by shadrack on Mar 22, 2013 10:13:20 GMT -8
I just recently started playing in a play-by-post Dungeon World game.
I may have to come to grips with the fact that I am addicted to bennies. The first act that I (The Thief) did was to defy danger and sneak around the goblins so that I can get behind them and start stabbing...
rolled snake-eyes.
I spend a benny... no wait...
Yay! I mark xp! That's good because I just isolated myself against 4 of the bastards.
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Post by ericfromnj on Mar 22, 2013 10:15:14 GMT -8
Yeah, it really feels old school when you realize "crap. I failed and I can't do a damn thing about it."
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Post by Deleted on Mar 22, 2013 10:56:57 GMT -8
Yeah, it really feels old school when you realize "crap. I failed and I can't do a damn thing about it." This is actually my one major complaint about bennies, I LIKE to fail sometimes, and I LIKE to be surprised about it
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HyveMynd
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Post by HyveMynd on Mar 24, 2013 19:01:03 GMT -8
I think I mentioned this somewhere on the forums before there was an AW sub-forum, but a missed roll is an AW-based game doesn't necessarily mean you've failed at your attempt. It can mean that you've failed, depending on the move and the situation, but it doesn't have to. It usually just means that the MC or GM gets to make a move. That's part of the reason I really like the AW-engine. Sometimes failure makes total sense, and sometimes it doesn't based on what's happening in the fiction. That's when a missed roll turns into a success, just with a massive, Sir Mix-a-lot approved " but..." "You've sneaked right past the Goblins. You're now behind them, and they have absolutely no idea you're back there, ready to slit their throats. But that... thing hanging from the ceiling obviously doesn't "see" in the conventional sense. You can feel it's tentacles uncoiling right above you..."
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Post by kaitoujuliet on Jun 6, 2013 7:14:10 GMT -8
Tagging onto this thread on the assumption that it's for all things Dungeon World ...
I finally got to try the game for the first time last night. It was a lot of fun. Reminded me of Lady Blackbird, actually, which was a hit with my group about a year ago. We started off with a simple pirate attack on our ship and ended up with a Titan prophecy where we have to stop the sea from covering the whole world. It looks like we're going to play again next week.
I'm curious how long people usually play AW/DW for at a stretch. Is it the go-to game for a lot of people, with long campaigns spanning months of play? Or is it more of an occasional filler game in between other things?
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Post by Forresst on Jun 6, 2013 11:54:13 GMT -8
I dunno about anyone else but I really wish Team Wilderness could suit up again so I could sea-druid it up some more because it was awesome.
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HyveMynd
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Post by HyveMynd on Jun 6, 2013 18:42:42 GMT -8
I'm curious how long people usually play AW/DW for at a stretch. Is it the go-to game for a lot of people, with long campaigns spanning months of play? Or is it more of an occasional filler game in between other things? This will sound like a cop out (and it kind of is) but I think it depends on the group. AW-based games have advancement mechanics just like D&D and Pathfinder, but the mechanical bonuses you get are usually much smaller when compared to other games. Smaller in their mechanical effect mind you. "Gaining a level" (for lack of a better term) in Apocalypse World, Dungeon World, or Monsterhearts usually comes with a lot of fictional effects or weight that I feel other systems don't have. Which isn't always a plus. I've talked to people who've complained that Dungeon World only goes up to level 10. Which for me is totally adequate, but obviously for them wasn't high enough. From my perspective though, the smaller mechanical difference between "low level" and "high level" characters in these games means you can play longer campaigns more easily. It's similar to the bounded accuracy thing WotC is trying to (unsuccessfully) tout for D&D Next. Threats in AW-based games remain threats longer because they are still dangerous to characters of all levels. The GM doesn't have to worry about a party of high level PCs completely wiping the floor with an encounter simply because they didn't balance the encounter right. In games like D&D, some foes are completely unbeatable because their defenses are untouchable by the characters mechanically. If the bad guy has an AC of 35 and the highest attack bonus in the group is a +5, then the PCs have no chance of doing anything. The same is true for the reverse situation. The PCs will never have untouchable defenses or attack bonuses so high that they auto-hit low level baddies. Again, some people don't like that, but for me it's a giant plus. So, because of the way the mechanics work, the length of the campaign is dependent on the fiction more than anything else. If your group loves fictional rewards and can keep finding things for their characters to do, then I can see people playing for a long while. If your group wants more mechanical advancement, eventually you're reach that ceiling and your players will start to get unsatisfied.
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HyveMynd
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Post by HyveMynd on Jun 6, 2013 18:55:02 GMT -8
I dunno about anyone else but I really wish Team Wilderness could suit up again so I could sea-druid it up some more because it was awesome. I hate to say it, but I was initially skeptical of that Sea-Druid. I was thinking of mostly marine mammals, and how there wasn't a hell of a lot of water in the Frozen North. Well, not in liquid form, anyway. But never say "no", right? Then you turned into the giant spider crab when facing off against the Ice Witch and I was like "Holy shit. I didn't think of that." Somewhere in Hell there's a seriously pissed evil sorceress getting all sorts of shit about how she got beat by a giant fucking crab. LOL.
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Post by kaitoujuliet on Jun 7, 2013 7:29:23 GMT -8
This will sound like a cop out (and it kind of is) but I think it depends on the group. Actually, I kind of figured that was the case. I was asking more for anecdotal responses--how long does your group, or groups you know, usually play at a stretch?
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D.T. Pints
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Post by D.T. Pints on Jun 7, 2013 7:39:01 GMT -8
I've been enjoying some liberal stealing of Apocalypse World and Dungeon World for my Pathfinder and Dark Heresy games. The open ended questions provided to each character are incredible story building fodder. I haven't gotten my gaming groups to drink the hippy game kool aid yet. But seeing as how the parts of AW/DW I've absconded have been very successful with these old school gamers...its only a matter of time.
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Post by Forresst on Jun 7, 2013 9:54:50 GMT -8
I hate to say it, but I was initially skeptical of that Sea-Druid. I was thinking of mostly marine mammals, and how there wasn't a hell of a lot of water in the Frozen North. Well, not in liquid form, anyway. But never say "no", right? Then you turned into the giant spider crab when facing off against the Ice Witch and I was like "Holy shit. I didn't think of that." Somewhere in Hell there's a seriously pissed evil sorceress getting all sorts of shit about how she got beat by a giant fucking crab. LOL. You know, I almost asked for a do-over on the whole sea-druid thing. I was like "yeah, cool, because a fishwoman is TOTALLY useful in the frozen north. Riiiight." But then I got to thinking. There's more than fish out there. There are mammals too, like you said. There's also barnacles, and even weirder animals like anemones, and then all the boat scavengers. Birds, bilge-lizards, probably at least one or two cats, plus anything my particular tribe of sea-halflings had ever agreed to ship overland for the dryfeet. And squid and octopus and jellyfish and cuttlefish, and by the time I got to thinking what I could in theory use I was like "HELL NO I'M NOT GOING TO BE A BORING OLD FOREST DRUID." The big thing there was going "ok... time to think harder than the average bear." I live for that.
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HyveMynd
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Post by HyveMynd on Jun 7, 2013 19:01:04 GMT -8
Actually, I kind of figured that was the case. I was asking more for anecdotal responses--how long does your group, or groups you know, usually play at a stretch? I can't say. My group only manages to get together once a month for 3 to 4 hour sessions, and we're not playing Dungeon World. We are playing Monsterhearts however, which is kind of similar. We've been playing for 6 of 7 sessions now, though we had to kind of do a reboot after the 4th or 5th session. I forget exactly. I've only ever done one-shots of Dungeon World, but because of scheduling issues rather than limitations in the game.
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Post by Deleted on Jun 23, 2013 10:41:18 GMT -8
Curious what the difference is between DW and say, someone who runs OSR D&D where no minis are used and all actions must be described narratively?
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D.T. Pints
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Post by D.T. Pints on Jun 23, 2013 12:46:37 GMT -8
Saying DW is similar to monstershearts is like comparing the muppets to furries....yikes!
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HyveMynd
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Post by HyveMynd on Jul 15, 2013 3:47:51 GMT -8
Saying DW is similar to monstershearts is like comparing the muppets to furries....yikes! I thought everyone loved furries.
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