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Post by malifer on Dec 19, 2012 18:01:04 GMT -8
I'll do dwarf cleric. I like dwarves, and a party ALWAYS needs a cleric.. . . .even though I favor fighter or barbarian. I'll take one for the team. Play what you like. I'm all for playing without a cleric, makes it more dangerous.
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Post by malifer on Dec 19, 2012 18:15:06 GMT -8
Hey malifer. I can't say how different the free "Red Book" ruleset is to the post Kickstarter version as as I haven't compared them. Sorry. I was planning on giving people a Dropbox link to the official character sheets once we'd solidified the two groups and settled on a time to play, but I might as well do it now. Expect a PM from me shortly. So you're asking if you can write your own Bonds? I guess so. Although as they represent your relationships with the other characters, I would tend to wait until you know who and what the other characters are. After we do introductions, you might find that one of the existing Bonds in your playbook fits how you feel about that character perfectly. Plus, I'd like to stick to RAW as much as possible, just to give people an "authentic" Dungeon World experience. I did find out that the number of Bonds in your playboook is important. That can never change. The more social classes, such as the Bard, are intentionally designed with more Bonds than less social classes, like the Wizard. jfever, I heard that the Dungeon World authors are coming out with a Barbarian playbook soon. That'll probably be sweet. I'm for RAW and waiting for the characters. I also don't think I would want to change the essence of a bond between two characters, but the sentence itself. For instance the one that really caught my eye was off the Bard sheet "_______________ does not trust me, and for good reason." The "and for good reason" bit make me feel like every time you play the bard you have to have an malicious trait. What if you wanted to play a genuine sincere nice person. You could change the sentence to say "_______________ does not trust me, and I don't know why." or "and I've apologized 100 times." I don't really want to play a bard, and I don't think any of the other sentences jumped out at me. I guess I was just wondering if it was like how in FATE they give suggested Aspects, but then recommend you make your own. Well now I'm off to read the sheets!
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Post by ericfromnj on Dec 20, 2012 6:30:52 GMT -8
Due to the fact that I have no clue about this system and for the past 30 years I have mostly GMed, I will play ANYTHING.
Heck, recently all I have played is a Dwarven Mage in a 3.5 game.
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Post by malifer on Dec 20, 2012 10:03:36 GMT -8
I guess I was just wondering if it was like how in FATE they give suggested Aspects, but then recommend you make your own. Well now I'm off to read the sheets! I will now answer my own questions. It is kind of like FATE the Sheet has your Starting Bonds, but they evolve and you create New Bonds. Pretty Neat.
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Post by ironnikki on Dec 20, 2012 11:14:06 GMT -8
Hyvemynd, would you prefer we come with characters already made? I know that's kinda the norm, but I got the feeling that the game is meant for character creation to occur with everyone present. It's probably not a huge deal, but I'll hold off on making a character unless everyone else would prefer to jump into the game straightaway.
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Post by malifer on Dec 20, 2012 12:20:32 GMT -8
Hyvemynd, would you prefer we come with characters already made? I know that's kinda the norm, but I got the feeling that the game is meant for character creation to occur with everyone present. It's probably not a huge deal, but I'll hold off on making a character unless everyone else would prefer to jump into the game straightaway. I think it's a real quick process to make a character and like FATE it's better if all of them are made at the table together. I'm just coming up with a couple of concepts, in case certain players want a specific class or if my idea doesn't really mesh. I'll have a back-up. From Hyve a few pages back there's no need for people to show up to the session with characters ready to go. Character creation takes all of 10 minutes (if that, even); just circle a few choices and tick a few boxes. Plus, AW-based games really benefit from everyone doing character creation together as a group. Much like D&D 4e, Dungeon World takes a very "hands off" approach when telling you how to RP your character. (The similarities between 4e and DW end there, though.) There are no Disads or Hinderances in DW, allowing you to put whatever "character" into the character you want. The only thing the rules dictate is what class you are; Bard, Cleric, Druid, Fighter, Paladin, Ranger, Thief, and Wizard. No doubles in the party. Choose... wisely. ;D
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D.T. Pints
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Post by D.T. Pints on Dec 20, 2012 14:39:54 GMT -8
I'm up for playing any character! The organic process of this game lends itself to a group get together and making some characters connected in interesting ways. I haven't signed on to the scheduler yet, probably do that tonight. After slogging through some convoluted rules discussions in our online pathfinder game, a more "rules light" game like DW focused much more heavily on narrative fiction sounds just fine to me.
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HyveMynd
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Post by HyveMynd on Dec 20, 2012 16:35:57 GMT -8
No need to show up with a finished character sheet, ironnikki. The process is lightning fast, and as malifer said, it'll be better if everyone makes their characters as a group though things aren't quite as involved as they are with FATE. That being said, there's no reason why you can't look over the character sheets to see which ones you'd be interested in playing and to familiarize yourself with the Moves (both Basic and the special ones for each Class). That way I can answer any questions now, rather than after we start playing. D.T. you should have a PM from me with a link to the character sheets. malifer asked a good question, the response to which will benefit everyone. There is no established setting for Dungeon World. We make it up as we go along.There's no background you have to read. No continent, cultural, or even racial descriptions provided by the authors. Like most Apocalypse World-based games, this is very much a DIY game. If I, the GM, ask you a question about background or detail, there is no wrong answer. Player: "Oh! That's a Green Slime. I read about those at school." DM: "Where was that? What school did you go to?" Player: "Uhn... the White Tower?" DM: Scribbling notes. "Un huh. And where was the White Tower located?" Player: "On the shore of this massive lake called... uhn... Mirror Pool. I'm from a little fishing village near the Tower." Bamph! Somewhere on our Dungeon World map a large lake called Mirror Pool and a White Tower full of wizards just sprang into being. It's now my job as GM to flesh this location out by asking more questions. I could ask another player if they'd ever been to the White Tower and have them add to it a bit, or let the original player continue to add details. Two of Dungeon World's GMing Principles are "Draw maps, leave blanks." and "Ask questions and use the answers." Everyone contributes to the creation of the setting, which is usually discovered as we play. Once those details are established, it's my job as GM to make them matter by bringing them back into the story somehow. Though, in a one-shot game this might not be all that noticeable.
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Post by malifer on Dec 21, 2012 4:04:30 GMT -8
Excellent ;D
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D.T. Pints
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Post by D.T. Pints on Dec 21, 2012 8:32:56 GMT -8
I can definitely see how a casual gamer (or relative noob) might be overly intimidated by DW. Or for that matter die hard rail riders...
With my Warhammer Fantasy campaign I had the players describe where they were from and why they TRUSTED at least one other member of the group. Not just why were they traveling together but why they might lay their life on the line for another character. Not an easy thing to get some players to pony up and execute. The theme of most RPGs are going to involve precarious situations and "hey you look like a hero...wanna go and risk your life with some other aholes I just met drinking beer?" sometimes feels inadequately up to the task.
I like the bards questions like "who in the party have you sung songs about?". In fact I'm thinking the bard might be my first choice...
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Post by gandalftheplaid on Dec 21, 2012 16:04:39 GMT -8
Nice scheduler utility there malifer. Thanks for posting that.
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D.T. Pints
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Post by D.T. Pints on Dec 22, 2012 14:54:22 GMT -8
Hey malifer. I can't say how different the free "Red Book" ruleset is to the post Kickstarter version as as I haven't compared them. Sorry. I was planning on giving people a Dropbox link to the official character sheets once we'd solidified the two groups and settled on a time to play, but I might as well do it now. Expect a PM from me shortly. So you're asking if you can write your own Bonds? I guess so. Although as they represent your relationships with the other characters, I would tend to wait until you know who and what the other characters are. After we do introductions, you might find that one of the existing Bonds in your playbook fits how you feel about that character perfectly. Plus, I'd like to stick to RAW as much as possible, just to give people an "authentic" Dungeon World experience. I did find out that the number of Bonds in your playboook is important. That can never change. The more social classes, such as the Bard, are intentionally designed with more Bonds than less social classes, like the Wizard. jfever, I heard that the Dungeon World authors are coming out with a Barbarian playbook soon. That'll probably be sweet. I'm for RAW and waiting for the characters. I also don't think I would want to change the essence of a bond between two characters, but the sentence itself. For instance the one that really caught my eye was off the Bard sheet "_______________ does not trust me, and for good reason." The "and for good reason" bit make me feel like every time you play the bard you have to have an malicious trait. What if you wanted to play a genuine sincere nice person. You could change the sentence to say "_______________ does not trust me, and I don't know why." or "and I've apologized 100 times." I don't really want to play a bard, and I don't think any of the other sentences jumped out at me. I guess I was just wondering if it was like how in FATE they give suggested Aspects, but then recommend you make your own. Well now I'm off to read the sheets! Ahoy! I read that as x character doesn't trust me to look the other way when they were doing something nefarious because (me) the bard sang a song at a local tavern about the "sticky handed lad" an irreverent, bawdy tale about a man who sounded an awful lot like the x character and how he stole something very similar to the gem now missing from a wealthy merchant, who happened to be having a bottle at the same tavern. I get to be the x characters tag along jimini cricket conscious, so he just can't trust me to keep my mouth shut. But that's just me. :-D! Cheers.
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Post by ironnikki on Dec 22, 2012 20:06:46 GMT -8
Whoops, thanks for the reminder, malifer. I must have missed that bit!
I've just recently reached Dallas, so I'll go over the characters and pick a couple faves.
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Post by malifer on Dec 22, 2012 20:35:28 GMT -8
Yeah D.T., I agree.
After reading the rest of the sheets, I think the questions are supposed to be mostly vague and leave the interpretation of the actual situation to the players. It only sets out to create Positive and Negative relationships between the PCs.
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HyveMynd
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Post by HyveMynd on Dec 23, 2012 6:20:31 GMT -8
The Bonds do have a mechanical effect in play. Whenever you make a Move to help someone, you add the number of Bonds you have with them to your die roll. So the more Bonds you have with a character, the better you know them, and the easier it is for you to help.
Of course that means you could be a total Munchkin and fill in absolutely every Bond on your sheet to game the system. I doubt anyone here would do that though. Plus, you want to resolve your Bonds; complete them, fix the problem, or resolve the issue. When you do (and the other person agrees), you cross out the Bond, gain and XP and can write a new Bond (with any character) in it's place.
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