Dungeon World - Strom's Six (Inactive)

Game Master Infernal Zero

This is a story, not about heroes and villains, but of the adventurers in the shadowy Lord Strom's employ. What's the job this time?


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Well, seeing as I'm coming in "cold" so to speak, I'm ok with the other PC's not knowing of me much, if at all (monks move in shadows, like ninjas...). :)


I'd like some feedback/explanations from more experienced DW players about something. Based on what BastianQuinn said about how different ranges work for PC's and NPC's :

If I take a Reach weapon, then on a 9-, the Close-ranged NPC can move inside my range, and then "I have a chance to do something to get away before they hurt me". Would that be a Defy Danger? If so, would a success also return me to my Reach range? If not, what would I have to do to return me to my Reach range?

OTOH, if I take a Hand weapon, and with the Monk's Deadly Grace ability, I can get into my range without needing to Defy Danger, and stay there until I roll a 9-, at which point the NPC can move to their Close range (and also do damage?). But, when it's my "turn" again (still trying to get a handle on DW combat...), I can get back into my range without needing to Defy Danger.

I may have probably got several things wrong in those descriptions, but the bottom line is this : with the Monk's Deadly Grace ability, I *think* I'm better off taking a Hand attack than a Reach attack, in the sense that I'd need to be rolling fewer Defy Dangers?


Here's my PC so far :

Class : Monk
Race : Human (+1 extra flow)
Name : Moves with Grace
Look : Thoughtful eyes, Ritual Hairstyle, Soft skin, Muscular body

Stat Value Bonus
STR 15 +1
DEX 13 +1
CON 12 0
INT 8 -1
WIS 16 +2
CHA 9 0

Max HP = 20
Armor : 1 (class ability)
Alignment : Neutral
Load = 7
Damage = d8

Items
Weapon : TBD
Dungeon Rations (5 Uses, 1 Weight)
Token of my monastery : an intricately carved medallion of a temple, on a necklace
Adventuring Gear (5 uses, 1 weight)
Bandages (3 uses) and one Healing potion

Temple name : Holy Order of Prajni and Karuna
Ideology : To gain the wisdom and knowledge of the world
Tenant : Helping others (Vow : Compassion)

Martial Stances :
Rhino’s Charge : ‘Forceful’ (It can knock someone back a pace, maybe even off their feet.)
Tiger's Claw : ‘Messy’ (It does damage in a particularly destructive way, ripping people and things apart.)

Thoughts, ideas, questions?


Great! I'll PM you when I can to fill you in and ask questions.

With your reach question, I'd say you were about about right. It'd be DD to break away unscathed - 10+, it all goes fine, 7-9 I introduce a something a bit more problematic for you but you'll get away, and a miss I laugh maniacally. You could get away on that miss, but it WOULD cost you. Depends how I decide to handle things.

Your hand example is a bit more complex. Didn't quite have a proper grip on this before, but Close has the extra range, and some ability to fight closer than that, by my reading of the definitions. Not as effectively as hand, but they can probably do something with that Close weapon (albeit with reduced effectiveness) unless you get REALLY close.
Your example works better with an opponent with a reach weapon, or further. They'll have a much harder time defending themselves while you're close.

Going to warn you ahead of time - any opponent that knows how easily you can invade their range will likely change tactics. It's what anything reasonably intelligent would do, speaking fictionally. A spear user may abandon their weapon for fisticuffs and grappling for example, or use their spear more like a staff. You still have the upper hand, but they won't be helpless against you. Similarly, expect tricks and maybe a headbutt from the sword guy.
Also, ranged attacks will likely be harder for you to deal with than melee. I can't articulate it well, but a mace is a different matter than a spray of arrows. You understand what I mean?

Of course, if they abandon their weapon to fight you, they're more vulnerable to your allies. It works out.

I default to better informed peoples on all of the above.

Remember with your range - you may have less issue bypassing defences, but you're still on even ground when it comes to fending others off. Hand is nice for you, given that you have this ability to bypass defences, but it'll be harder to fend others off. Reach lets you fend others off better, but should someone get in your range, you'll either need to get some room to use your weapon or improvise, as above.

I'd say this - the smaller range, the more you'll be able to respond to threats nearby. While you might be out-ranged, you'll be less helpless against nearby enemies. Most things will be able to do something at that range, but you'll be better. Longer ranges mean you can cause harm with less risk of retaliation and keep close range combatants out of the area they'd be effective against you, but you're going to have a harder time once those defences are bypassed.

I'd choose less based on effective options, and what you like the idea of best. Each choice has different limitations, so it's worth deciding where you want your weak points.


ZenFox42 wrote:

Here's my PC so far...

Thoughts, ideas, questions?

Thanks. Would you mind making an alias for this?

Include the text that comes with your alignment. When you fulfil that condition, you get XP at end of session, so you should really know what it is. In that way, it informs your actions.

Things look good right now, but I can't check in detail whether everything's right currently.

Make sure to describe your stances when you use them! Don't just say your stance swap, but describe the difference in the way you fight with each stance. If it helps, make a few notes with your stances to help you remember the relevant details. You don't need to worry about this till you get into combat, but keep it in mind.

I'll have more questions, but for now, you just get these: What can you tell us about your monastery? Why did you leave?

I should be able to do better questions later.


I hereby demand a homebrewed pirate-y extra move to compensate!


come again whats happening explain please

not saying no yet just confused


Just, you know, fighter seems kinda bland when there's a flashier martial in the same table. Something extra would make a difference.


Ohhhh!

Can't go too far, you have BBLG and SW, but whatcha thinking?


I'll PM you.


[Sheets] [Map]
DM Loopy wrote:

Your hand example is a bit more complex. Didn't quite have a proper grip on this before, but Close has the extra range, and some ability to fight closer than that, by my reading of the definitions. Not as effectively as hand, but they can probably do something with that Close weapon (albeit with reduced effectiveness) unless you get REALLY close.

Your example works better with an opponent with a reach weapon, or further. They'll have a much harder time defending themselves while you're close.

Going to warn you ahead of time - any opponent that knows how easily you can invade their range will likely change tactics. It's what anything reasonably intelligent would do, speaking fictionally. A spear user may abandon their weapon for fisticuffs and grappling for example, or use their spear more like a staff. You still have the upper hand, but they won't be helpless against you. Similarly, expect tricks and maybe a headbutt from the sword guy.
Also, ranged attacks will likely be harder for you to deal with than melee. I can't articulate it well, but a mace is a different matter than a spray of arrows. You understand what I mean?

The difference is, a sword is hard to use as a sword (making use of the blade) when your opponent is too close. The difference would translate into a different move from the DM. They aren't using their "Sword 1d8+1 Close" move, they're using an improvised "headbutt w[2d8] Hand" move or something similar. The more creative or intelligent the combatant, the more they can overcome the drawbacks of fighting outside of range. Just make sure that when a knight doffs his preferred weapon to improvise a Hand attack it's not better than the Hand-attack-specialist-PC's hand attack. (unless we're fighting a Solitary or badass enemy)

In the end, a class like Monk is a signal to the DM that this player wants to go into details when it comes to melee combat in the same way a bard signals more detailed diplomacy.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

Thanks all for the feedback! I guess I'll go with the Hand attack. I'd hope that an opponent switching to an *improvised* H&S attack would have a penalty applied to their H&S roll, too...

Here's the avatar! And...

Backstory : left at the monastery as a baby, he grew up knowing nothing of the world outside its walls. The monastery was isolated, and self-sufficient, so it had little interaction with the outside world. He showed amazing aptitude at martial arts, but at the age of 21 his master commanded him to leave the monastery in order to learn of "the ways of the world". He has been traveling and learning ever since.


Unnamed

Sweet! Him and Fizzy should have a great relationship between his only knows monetary life and Fizzy only knowing what things are like in books!


PCs are the only ones that roll dice. Your opponents don't H&S - their actions come in response to yours.

So, you said why you left, but can you tell us more about the monastery? How long have you been travelling? What is the most major event since you left your monastery? Who did you befriend and who did you make an enemy of as a result of it? I'd like to anchor you more in the world.

Can you include your moves in your profile? And swap "Hand" for the appropriate bit of gear, with tags?
Take a look at the other PCs' profiles, while you're at it. It'd be helpful if you formatted yours to a similar standard.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

Hey - as much as it makes sense that a Monk would fight with his hands, if it's ok, I think I'll take the "Two small exotic weapons (Close, +1 Damage, Dual Wielded, 2 Weight)" option instead - it'll just make combat easier for me, seeing as it's all new, and I would expect that the vast majority of opponents will likely have Close reach.

How about nunchucks? While technically they *could* be only in one hand for a short time, both hands are really needed to use them.

Will update my character sheet and answer your other questions tomorrow...


Female; Parry=7, Toughness=9(2), Bennies:3 Human

Profile updated. Added :

Life at the monastery was uneventful, if not monotonous. Awake at dawn, practice Tai Chi before a simple breakfast, 2 hours of mediation, practice martial arts for the rest of the day, bathe in a nearby stream, a simple dinner, then 2 hours of meditation before bedtime.

Out on his own in the world, he has mixed feelings. While he misses the known daily life of the monastery, he finds the unexpectedness of real life thrilling, but they also cause him some anxiety, not knowing what will happen next.

About a year after he left the monastery, he fell ill. Lying by the side of the road with a high fever and unable to move, a kind stranger took him in, and tended to him, giving him brews of strange herbs and roots. He decided to stay with the man for a while, helping him tend to his herbal garden. One day, about a week ago, a stranger came to the herbalist's hut. Moves With Grace paid him no mind while he was in the garden, but when he came back to the hut he found the herbalist murdered. Moves With Grace has been tracking the stranger down ever since, intending to get retribution.

I *think* that covers all your questions, unless I've missed one...please let me know.


I think that's everything I asked. Nunchucks are fine - I don't know how effective dual-wielding them would be, but that is a thing to some degree. I'll hand wave any issues unless I find out it's really bad (not hard, bad).

I might ask one or two questions another time, but that's all I have for now. If anyone has something good to ask, I'd like to hear it, but right now I'm fine with this.

And to everyone else, have to say that it amuses me that only one, maybe two people and a hijacked golem is definitely going into the place they determined their target was, and the rest are chatting. I mean, unless Bikke plans to make a ceiling entrance or something.

I'm not sure whether to wait, or just update the Herald (and Elena?) on what's going on inside.


Myth Mage lvl:1.08 ~ HP:11/19 ~ 1d4* | INT:+2-1 ~ CON:+1 ~ WIS:+1 ~ CHA:0 ~ DEX:0 ~ STR:-1

How long has your tradition been kept? Is it a relic of the ancient age lost to Winter, a discipline that rose from the ashes to guard against man's folly, a centuries-old tradition blind to the ancient past, or a new and fresh-faced cult ignorant of its place in the world?


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Female; Parry=7, Toughness=9(2), Bennies:3 Human

According to his Master, the temple has had over 500 Masters, and was created soon after some great cataclysm in the ancient past, in order to preserve mankind. But MWG is a mere Initiate, and doesn't know many (if any) of the order's secrets.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

Will *someone* please declare in Gameplay that you're all going down into the ruins below, where all the action is??? :)


Ah, let them stand around. I'll get an update up soon enough. We've got at least one person going, if not 2. Plus a golem.

Didn't realise it had been that long in gameplay. I'd expected people to talk, or start doing something crazy to get in another way, but nope.


There you go. Here's me trying to keep things moving.

Whenever you're ready, MWG.
Can I get a shorthand for you, actually? I'm not sure what works here. Grace? Moves? What would you prefer?


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Myth Mage lvl:1.08 ~ HP:11/19 ~ 1d4* | INT:+2-1 ~ CON:+1 ~ WIS:+1 ~ CHA:0 ~ DEX:0 ~ STR:-1

I know what I'm calling him...

Protect humanity from Winter...

Pfah!

I don't care how many toy soldiers they've put around the cookie jar. They're Nonna's cookies if they're anyone's.

Smash cut to an ICBM with "Nonna's Cookies" painted on the nose cone. A squirrel clambers atop the missile, sits back on her haunches and brandishes a walnut.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

I'm fine with MWG...


DM Loopy wrote:

Even if it didn't fit the move, your moves help inform you what your general skillset is, and DD STR would have worked just as well to do what you wanted to. You get the idea now, anyway. Use your imagination.

Don't forget you've got 2XP in Grom-bonds.

Hm, okay, I think I get it. Marking the XP from Grommy's bonds. Wasn't sure how they would be handled, but this works for me.

(Posting in the Discussion thread to avoid flooding the gameplay thread.)


Unnamed

yea fizzy needs someone to push him away from books, kind of his schtick


Showing you the library has proven more amusing than expected.


There you go. Trying to write something for MWG's miss proved harder than expected, among other things. For some reason, this update feels different to me. No idea why. Hopefully, this will work out.

Thanks for sticking with me. Hopefully things will start to smooth out, over time. Everyone happy so far? I just realised it's been about...two and a half? months since gameplay started.


There are quick games and there are slow games, and I think DW works well on either category. Take your time. Quality over quantity and all that.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

I have a question - when *you* tell *me* to answer a question, do I have to roll Spout Lore, or do I just make something up?


Just make it up! Spout Lore is closer to you prompting me. I mean, I can still form some of the stuff and leave the rest for you on a Spout Lore if I so wish, but you still prompted the exchange.


Unnamed

ill get my action up tonight or tomorrow morning.


Myth Mage lvl:1.08 ~ HP:11/19 ~ 1d4* | INT:+2-1 ~ CON:+1 ~ WIS:+1 ~ CHA:0 ~ DEX:0 ~ STR:-1

This week I'm starting a new job with longer hours (and buko bux) so feel free to skip me over for a bit. Once the dust has settled I'll decide if I need to withdraw from some games.


...this would be less tricky for me if I knew how to handle your character properly. As in, having them act as they would normally. Also, the bookcases.

Well, I had to learn at some point.


Moves With Grace wrote:

Loopy, can you give me a hint by what you mean by "have I fully considered my situation too", as a newcomer to DW? Pending the answer to that...

If I can just hurt him without a roll ("if you just wanted to hurt him you could just do it"), I'll take that. He can't attack me unless I roll a 9 or less on a H&S, right? Or, would disabling his arm prevent him from even *drawing* the (presumably) weapon *at all*, for more than one "round" into the future?

Sorry for all the questions, still trying to get the hang of DW...

I'm going to try and take this stuff into discussion more frequently to avoid clogging gameplay.

MWG, asking if you've fully considered your situation was me attempting to get you to take another look at the fiction for details you may not have been paying attention to. I haven't been the most clear in my description sometimes, I'll freely admit that. If it's confusing, or misleading, that's my responsibility. But you have to pay attention too, if only so neither of us has problems when you get blindsided by something you didn't notice. That sentence was intended as a subtle prompt to double-check the details in case you missed something that would have changed your actions, since you have the luxury to in the PbP format.

The Situation for you, as I was attempting to convey it.:
You've just smashed this guy's ribs in. He's badly hurt, both because of you and because of the bookcase that crashed into his legs. Since you had to stop on his bookcase, your balance was affected when the one you were on jolted into motion, giving him an opening to grab onto your leg.

Right now, he's trying to do...something to you. It isn't good. The bookcase is still falling, and you're liable to be thrown off balance again, and it'll be harder to steady yourself if he has your leg for much longer. You can hear footsteps clanging on your ground, which is obviously a bad sign, but the more immediate concerns are not falling into the wave of bookcases due to loss of balance and not getting harmed by purple, at least as I see it. The factors that make each part more difficult are that the guy wants to harm you, and is already partway through acquiring what he's after, and that he's holding onto your leg, restricting motion.

Other stuff to help MWG's understanding/My thought process:
Pretty much the most important principle when it comes to running and playing Dungeon World is "Fiction first." Meaning, the details of what's going on in the world around you and the facts of that world are more important than dice or other mechanical things.

Your target is dealing with some broken ribs, and his legs are trapped. He can't just block with his arms, and he's more intent on harming you than protecting himself right now. With circumstances set up this way, you have the opening to hurt him.

At the same time, he's in a good position too, for what he wants to do. As long as he's got your leg, you have a hard time getting away. He's close to grabbing whatever's in his cloak - if his past work on your friend was any indication, he's got experience hurting people quickly. Since he isn't trying to protect himself, he probably thinks whatever he's about to do will put you down for the count...or perhaps, something even more devious. One thing's for sure - if you don't do something, he'll pull off what he's trying to do.

He's already got a lead on you. You can hit him as normal, as established, but that won't stop him either. He's able to respond just as much as you are. In the case of Hack&Slash, that's closer to even ground. No swords at throats, no obstacles that increase difficulty for you dramatically, like extra range or really good armour. If they can't harm you, Hack&Slash won't trigger, and you deal your damage. If you can't harm them, you'll have to find a way to get past the issue causing that to deal damage, or change your goals to something that doesn't require harming them, or that is otherwise more manageable.

Hack&Slash doesn't trigger because his attack pre-empts yours, and because once that attack is done he can't respond. It's a trade. If he could defend himself after, it'd be Hack&Slash. If you could potentially intercept and go into trading blows for an advantage, it'd be Hack&Slash. The point is in this case, to prevent harm to yourself, that has to be your priority. Going to attack him without first ensuring your safety would be ignoring that the threat is imminent - and thus, it would come to pass.
This is, in sum, why it would be Defy Danger to stop him hurting you. You're in imminent danger of harm. And if you don't defy that danger, it will occur.

If you were to act quickly, that'd be DEX. If some clever thinking were to get you out of it, that's INT. Want to rip your leg out of his grasp and bail? Got a good grip, that'd be STR. Unless you have a really good justification, I don't see how CON or WIS would prevent an injury, but you're welcome to try. And if you can somehow get him to stop or hesitate with something you say, that's CHA - just remember that you just smashed his ribs and got his legs crushed, so if you want to get through this with words, you're going to have to really think about what you say that would change his priorities or otherwise trick him into leaving you be for a moment.

Disabling the arm would stop him grabbing a weapon. You do it right, he wouldn't be able to use that arm at all, which would definitely stop him using it to hurt you. If he wanted a weapon, he'd need his other arm, at which point he'd have to let go of you and you could bail.

Fiction first. If the threat is too close to ignore, you have to address the threat immediately to avoid it. If you disable someone's arm, they can't use it. Throw examples and hypotheticals at me, and ask questions. I'll do my best to explain, as well as I'm able to articulate, and to the extent of my understanding.

Focus on the fiction, rather than mechanics, and ask questions if you need to. It'll improve your play in future, and help you learn the game.

I believe I directed you to resources for learning the game - the Dungeon World Guide is probably the most important. When you aren't busy with this game or anything else you have to do, I'd suggest you take another look through. Some things won't sink in the first time reading, and some of this is going to make a lot more sense now you have some experience to relate it to.

There's a lot in those spoilers MWG, so take the time to digest them. No rush.


Later than I expected to be. Sorry about that.

Think I'm trying something a little different to before with the update post again. I'll probably settle on something a little more consistent at some point.
Hopefully this is clear about what I'm thinking is going on. I'll tell you if you're about to do something that'll likely get you burned.


Bikke the Pirate wrote:
(By the way, I think we had a chat about the unstable terrain thing. The blindness is a problem, though. Hmm.)

I said uneven, not unstable - though the latter may become true given enough time. It's just problematic to traverse at speed, or when your vision is impaired. We did have that talk, I just don't want one thing confused for another.

I think the bookcases would have been a better fit for what we talked about, while they were in motion.
Surprised you didn't make a log of what we talked about in your profile if you're mentioning it now.


Good point, you're right.

Maybe I should.


The Winter Herald wrote:
"Come now, dearies, we have a job to do. Lets not stop the vandalism at a little book burning." Grasping her staff in both hands, she thuds it into the floor, and the half-formed arcane circle shatters into tiny ice daggers that drive themselves into the floor and begin to spread, pulling the floor apart.

Can you explain how this is "Chilling them to the bone", outside of ice theming? I'm not sure how this would fit that by any interpretation, given that you're basically just trying to tear the floor open.

Not that it won't work, your spell isn't opposed to your focus, but if you can't explain how it fits one of your focus's alignments then that makes your roll a 9 instead of a 10, and I'll need you to choose another option.


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Myth Mage lvl:1.08 ~ HP:11/19 ~ 1d4* | INT:+2-1 ~ CON:+1 ~ WIS:+1 ~ CHA:0 ~ DEX:0 ~ STR:-1

Ice is a major contributing factor in the erosion of mountains as water seeps into cracks and freezes. The configuration of water molecules in ice is less dense than water due to the molecule's magnetic properties. As density decreases, volume increases, and the substrate is pushed apart.

This is why Ice moves are super effective against Ground type Pokemon.

*adjusts glasses*


...I'll let you off this once. I shouldn't, I'm pretty sure, but that was a critical hit to my sense of humour.

Just think about it more in future if you're weaving a spell to fit an alignment. Or just take the -1, what's the worst that could happen?


Myth Mage lvl:1.08 ~ HP:11/19 ~ 1d4* | INT:+2-1 ~ CON:+1 ~ WIS:+1 ~ CHA:0 ~ DEX:0 ~ STR:-1

I figured it's the same effect as breaking armor, which didn't see any resistance, and I handed over potency to you... Not sure I understand where the rub is.


It wouldn't have mattered in that instance - you got an 8.

If these weren't golems, the armour matter would likely apply in a more metaphorical sense too - knowing your protections are being slowly forced apart. Not a good feeling.

It's just shenanigans in your move text, and wanting "Chilling them to the bone" to mean a little more than just the presence of ice.


Myth Mage lvl:1.08 ~ HP:11/19 ~ 1d4* | INT:+2-1 ~ CON:+1 ~ WIS:+1 ~ CHA:0 ~ DEX:0 ~ STR:-1

I looked at it as "Introducing an intense, penetrating cold which disrupts the normal function of the target." Where "Induce Stasis" is more "Halt, prevent, or slow down a looming threat."


They're definitely valid interpretations. Thinking further on it, part of this is semantics, trying to tie it back to both action and purpose and relating it to your focus, getting that harsh feeling of winter whenever your spell is in alignment.

Part of it is not wanting excessively broad definitions of an alignment's meaning, since it can lead to a situation where there's no space in between an aligned spell and an opposed one that can't be cast. I guess this goes back to semantics.

There's a number of ways to interpret those alignments. Those won't be all, but they're definitely applicable. Currently, my mind is on "Chill them to the bone", and I had difficulty seeing how tearing open the floor would relate to that. Off the top of my head I might be able to relate that alignment to fear, morale, hope (or rather snuffing it and creating despair), or just something more literal, but not this. So I asked to see what you had in mind.

Do you get where I'm coming from? I'll admit that I'm still unsure myself of whether it would be a good match here, but I understand why you would see your spell as fitting the correct constraints by that definition.


Myth Mage lvl:1.08 ~ HP:11/19 ~ 1d4* | INT:+2-1 ~ CON:+1 ~ WIS:+1 ~ CHA:0 ~ DEX:0 ~ STR:-1

By that interpretation, I cannot choose singular targets, which seems like an arbitrary limitation. Unless you're suggesting the targets must be living/animate/cognizant which also seems odd for a move that's already limited to utility effects.

(also, sewing despair is disrupting the normal function of a target)

If you're concerned I might be able to do ANYTHINGOMGHAX, remember that this is my core move with my core stat and it is A) already limited by not being able to do damage, and B) if I ever fail to talk my way out of it, my core move with my core stat takes a DM fiat -1, or just does not work. I'll always be angling for an alignment.

Edit: also also, I pick a setback on a 10+. Where they do that at?


The latter was more the lines I was thinking. Hadn't occurred to me that you might think I was enforcing multiple targets only.

And I don't think it's that odd. While unable to do direct damage, there's still a lot it can do, be it your current actions, causing a ceiling collapse (which would be a potential way to cause harm more indirectly), utterly crushing spirits, enforcing a status quo, or just creating a pretty ice sculpture. Your core move is powerful indeed, which is why a lot of people might complain about it. The focus system introduces specialisations to this, as a way of limiting this. Same for the setbacks.

As I see it, both the alignments and the oppositions are telling of where the focus's skillset lies. To "Chill them to the bone", "Reveal Grim Portents", and "Induce Stasis" are suggestive of a caster more specialised in impressing and maintaining the harsher things of the world. Being opposed to "Showing Generosity" and being unable to "Create or Empower Life" seems to go along with that in my mind, so with that combination this is the lens I view the focus through. This tints what my calls are on things like this.

Your core move is powerful indeed, and you already have a lot of abilities within the constraints of your alignments. Honestly, I'm betting it probably doesn't feel great that I'm contending this, and that you're likely frustrated to a certain degree unknown to me, but I'm not trying to cause upset here. Yours is a clever solution to the library problem, and I'm certainly not trying to inhibit that - otherwise I could drop all this and be a jackass by making a hole nobody can fit through. But I don't want to do that.

You can do most things, and -1 or not, you're really not all that limited. Outside of oppositions and direct damage, you can do literally anything that the fiction doesn't have objections to. It's a lot of power. When we get to Lincoln, you have the proper toolset to potentially mess him up significantly without ever doing a point of damage. You could probably pull the same trick as now on him with a little setup to stop him moving, and just drop him out the bottom of the Skyruin, or at least leave him in a situation where he's unable to really contend with you.

But bringing it back to the matter here, 9 or 10 you still achieve what you set out to. I can't change that. Another setback might not be desirable, but it's not the worst thing possible. If you want to fit things like this in an alignment, you can grab "Erode to Dust" from the Clock, "Unmake the Artificial" from the Forest, possibly "Grant Freedom or Movement" from the Horizon, or "Reckless Destruction" from the Dragon if you didn't care so much about the backlash. It'll be another level so you can take "Prodigy", and it'll come with a new opposition, but it's perfectly feasible.

In the end, I'm going to say so if I don't think a spell fits the alignment you gave to it. I don't think I'd be properly fulfilling my role if I didn't. I'm not expecting that anyone will like it when I raise an objection to their actions, but if I didn't when I think it warranted, I don't think I'd be doing my job properly.

If you have anything you want to raise, please do. It won't do any good to let it stew. If you don't have anything, let me know as well so I don't have to worry so much in the background. Regardless of how or when this concludes, I said before that I wasn't going to enforce a penalty, even if it was for a reason unrelated to my concerns, and I'm sticking to that. I'm just asking that you keep in mind the concerns I raised here in future play. I don't think that's unreasonable of me to want. But if you don't trust my judgement, there's little I can do.


Myth Mage lvl:1.08 ~ HP:11/19 ~ 1d4* | INT:+2-1 ~ CON:+1 ~ WIS:+1 ~ CHA:0 ~ DEX:0 ~ STR:-1

Not frustrated, just pulling more words out so I understand my footing better. ;)

Thank you for indulging me.


Oh thank god I didn't realise how much this was bugging me

Any time. It's an interesting thing to think about - I just wish it didn't come with the extra baggage of me thinking you're getting annoyed with me. Text can be such a blank slate that it can be REALLY hard to interpret the original meaning.


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Myth Mage lvl:1.08 ~ HP:11/19 ~ 1d4* | INT:+2-1 ~ CON:+1 ~ WIS:+1 ~ CHA:0 ~ DEX:0 ~ STR:-1

Oh, and the Herald and I are big enough fans of narrative not to ask the eagles to take us to Mordor.

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