Anyone want to play Adventures on Dungeon Planet in Larry Niven’s Known Space?
make sure to sign up for all three sessions if you want to keep your spot.
Google+ community from Dec 2012 to March 2019
Anyone want to play Adventures on Dungeon Planet in Larry Niven’s Known Space?
Anyone want to play Adventures on Dungeon Planet in Larry Niven’s Known Space?
make sure to sign up for all three sessions if you want to keep your spot.
Some thoughts on the Defend move and outcomes in general
Some thoughts on the Defend move and outcomes in general
I have been thinking about the Defend Dungeon World move recently and I read something that changed the way I think about it. I would normally roll+CON and get some number of hold or fail. In a few situations this can be very useful like pulling attacks away from a wizard performing a ritual or a thief securing an escape route. But at best you get 3 hold and the actual timing of when to roll, and weather you can roll again or get to Hack and Slash as well, has always been a little unclear. Most players will just try to Hack and Slash away their opponents as quickly as possible before to much damage is done. Alternatively they create some fictional circumstance to draw attention, like covering themselves in cows blood or making a lot of noise. These are both good strategies but I felt they left Defend a little lame.
I was browsing around in the Dungeon World Tavern and someone mentioned the difference between the 3 outcomes in reference to defend. Normally a 10+ is a success, your character does whatever he set out to do. A 7-9 result is a success with complication. The Defend move is triggered “when you stand in defense of a person, item or location under attack”. So on a 10+ it seems like you should succeed in defending your target in addition to getting 3 hold. On a 7-9 you still defend the target but there is a complication and you get 1 hold to deal with it.
This makes the most sense if you are trying to accomplish something with your defense other than redirecting attacks. Say you want to keep a bunch of monsters out of a room or from crossing a bridge, so you plant yourself in the way. Whether or not they get by you is based more on the outcome of the roll then on how you use the hold. Or you are trying to draw fire, your roll determines if you succeed and your hold helps you weather the consequences. This approach kind of turns Defend into a special form of Defy Danger with CON.
Unfortunately the redirect an attack from the thing you defend to yourself hold option does seem useless in the 10+ success case. You have completely succeeded at defending them so there shouldn’t be an attack targeting them. This may be an indication that I am trying to use Defend in the wrong way.
What do you guys think? Is this the wrong idea or a step in the right direction? Do you feel Defend is already super useful or a bit hard to use? How about other moves with hold options? Is getting less hold or having to spend an ammo enough on its own to count as a success with complication?
I just wanted to give a quick shout out for Doom and Destiney.
I just wanted to give a quick shout out for Doom and Destiney. If you love old school menu based combat style RPGs, you will like this game. The characters are from the real world and often poke fun at the fantasy setting. I have sunk far to much time into this game recently. there is a free version but I would recommend spending a couple bucks to avoid the advertisements. even if you don’t they are not to offensive. just a screen between transitions that you can immediately click out of.
Also I love the secrets hidden all over the place. I spend most of my time making sure I have not missed anything.
Just reposting this here for anyone who still has not joined the hangouts group.
Just reposting this here for anyone who still has not joined the hangouts group.
I have scheduled a three session game of Dungeon World. Being able to attend all three sessions would be appreciated but is not mandatory. Please RSVP to each session you plan to attend. I’m a bit rusty so I will limit the party to four players (not including myself). First come, first served (cash bribes will be considered).
So I am stuck in Elgin/Austin and my internet is both laughable and sad…
So I am stuck in Elgin/Austin and my internet is both laughable and sad…
This is the first Austin Gauntlet roll call to establish a likely time and place. Any Gauntleers in the area that want to set up a regular meetup? I can run or play. Dragons Lair seems like a natural spot but I am open to other suggestions. My scheduled is up in the air right now but Tuesday/Thursday/Sunday are probably out. I have at least one friend who is free most Fridays/Saturdays/Sunday. best times for me would be 6 or 7 pm to 10 or later.
Sorting through childhood storage, no idea where this stuff came from but the artwork is great.
Sorting through childhood storage, no idea where this stuff came from but the artwork is great. Also, Abraxas has snake feet!
Here is my first attempt at a dungeon starter.
Here is my first attempt at a dungeon starter. What do you think? tell me if you spot any typos. I ran this once for Scott Owen and parrish warren
Some Edits already made with thanks to Ray Otus & Jason Cordova
some alternative DW mage focuses:
some alternative DW mage focuses:
Focus: Grease
Look: Oily skin, greased Hair, Slides instead of walking
Aligned: Summon Grease, Remove Friction, Coat with fluid
Opposed: prevent movement, roughen surfaces, attach things to each other
Focus: insects
Look: compound eyes, antennae, crawling with bugs
Aligned: Summon the swarm, poison bite, spider crawl
Opposed: insect eating predators (birds, frogs,etc)
Focus: Noise
Look: spiky hair, sharp ears, theme music
Aligned: create noise, shatter with sound, ventriloquist
Opposed: silence, stealth
Focus: Polymorphic
Look: strange limbs, animal features, changing features
Aligned: Change shape, Change the shape of others, merge things
Opposed: long lasting effects, stability, solid objects
:
Focus: Automation
Look: permanently attached goggles, clockwork limb, wind up key,
Aligned: Clockwork, fix things, give life to things
Opposed: natural elements
Focus: Denial
Look: No hair, no eyes, no ears
Aligned: ignore danger, banish, change outcomes
Opposed: Divination, summoning
Focus: Friendship
Look: inviting face, plush costume,
Aligned: Make friends, comfort, make happy
Opposed: pain, ugliness, causing strife
Focus: adhesion
Look: sticky hands, covered in small debris
Aligned: Attach to things, attach things to others, stick in place
Opposed: slipperiness, freedom of movement, separation
Endless uses for a ring of keys
Endless uses for a ring of keys
I like to pick up everything the DM give me even when it’s a crate of useless junk. A large part of the fun i get from RPGs is figuring out how to solve problems in unexpected ways. As an example one of my characters recently pocketed a set of keys and i was asked why. Without much thought i adopted a hurt tone and said that there was a thousand possible uses for it.
I am imagining the large iron ring you see on the belt of the dungeon jailer in a fantasy movie. there is probably a couple dozen crude iron keys on it and it makes a good jingle as he walks. Most any fantasy castle should have at least one giant ring of keys laying around somewhere. as an adventurer this may seem like a hunk of junk or useless room detail but things like this should be your jam. here are some obvious and less obvious uses for a ring of keys. Hopefully this will also inspire you to pick up other seemingly useless junk.
1. Opening and locking doors: of course this is the obvious first use and could even justify multiple uses for each key. Maybe there are more keys than doors in this dungeon, what do the others unlock? does each key only unlock one door or a set of doors? (that’s between one and Infinity uses already)
2. Maybe taking this ring of keys prevent other people from locking or unlocking doors in the future? (that’s at least two uses per key)
3. Sell it: at worst it’s a hunk of iron, at best some local thieves will be very interested in it.
4. blackmail: It won’t look good for the jailer if the local thieves get a hold of the keys he was entrusted with.
5. weapon: a bundle of car keys makes a decent weapon in a tight spot, imagine what a few pounds of iron keys could do to some goblin’s face. they could also be used as a tossed or launched weapon. bonus xp for anyone who beats a mimic to death with an iron key ring
6. distraction: of course they make noise and are hefty enough to be thrown. they could also be used to attract attention as part of a trap.
7. disguise: a big enough ring of keys is sort of a badge of office. that guy must belong here, otherwise why does he have the keys to the place.
8. material properties: some keys are made with silver or possibly other materials. I’ve heard Fey creatures don’t like iron.
9. choking hazard: it’s about the right size and shape to be a serious choking hazard for a large but not gigantic monster. also hazardous to any clockwork automatons.
10: individual keys: use them as trail markers, sell them as lucky charms or leave them as your signature calling card at the scene of the crime. (see #4)
11: bluff: convince someone that they are more important than they actually are. it’s not like the palace labels one ring “treasury” and the other “cleaning supplies”
12: magical properties?: these keys have been present to years of human suffering. many people have probably spent their last moments wishing they had these. that has got to have value to someone who practices the darker arts. maybe as a ritual component? certainly any spell that concerns that castle from a distance could use them to make a connection.
13: enchant them: who doesn’t want magical keys
14. its heavy: sometimes you just need ballast, break a window or replace something sitting on a pressure plate..
15: its conductive: maybe this should go into material properties but i can’t think of a better way to mess up a chain lightning attack.
16: Rust Monster snack: rust monster terrify role players, won’t you look smart when you lead them away with a trail of delicious snacks. maybe you can get them to perform tricks like roll over and play dead.
17: cool signature arrowheads: magical or otherwise
that’s a bunch off the top of my head. can you think of more? Or give a good example of using something you thought was junk in an interesting way (or regret not picking up that junk when you had the chance).
A Public Service Announcement from The Gauntlet
A Public Service Announcement from The Gauntlet
It has come to our attention that a few characters have been seen collecting, sharing and abusing Purple Lotus Powder during Official Gauntlet games.
Purple Lotus Powder is not cool.
It is not adventurous.
It is not fun.
It is dangerous!
Side effects vary but can include:
Loss of limbs, loss of shadow, loss of memory, loss of spiritual connection, addiction, thoughts of suicide, (predator style) heat vision, drastic changes to stats and death.
If you see another player “marking off a use” of purple lotus powder, take a moment to have an in-character discussion about how important their character is to yours and the party. Tell them the dangers, urge them to quit and be supportive. Lets try to make a fresh start for 2016 and remove the stain of purple lotus powder from our character sheets.