End of the Northerners - Dungeon World (Inactive)

Game Master kdtompos

"Ragnarök is the doom of the gods, and the end of the world.
It begins with three winters of wars in Miðgarð. Then Fimbulvetr follows, the winter of winters, with bitter frosts and biting winds. Three such winters will follow with no summer between them.
Then the end will begin...."

Basic Moves


151 to 200 of 232 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

M Bard 2 18/18 HP, 1 Armor, 0 XP

Agreed. I like that move a lot, presuming we aren't the sole surviving clan in this desolate land. :)


Heh. I don't plan for you to be, as I'm really interested in the interaction between clans where survival takes precedent over honor. But you guys have a big hand in where it goes as well.


1 person marked this as a favorite.

A rough idea of Thænge, god of the hearth.
•Controls: fire
•Represents: brotherhood and community
•Worshippers: the poor and dispossessed
•Enemies: warlords and tyrants
•Demands: charity

Thænge was the god of community and the hearth, but now that the end is coming he is horrified at the abandonment of his commands of charity and hospitality. He has charged his remaining priests to do whatever possible to ease the suffering caused by the wars and disasters and rebuild their communities as he seeks to keep Man from reverting back into savage beasts.


That looks wonderful! I like this god.

Initial question then are as proposed before:

Why are you able to communicate with a god, when almost universally the gods seem to have fallen silent?
What has changed about the way in which you commune with or follow your god since the end began?

Grand Lodge

1 person marked this as a favorite.
Female Gnome Druid 1

This is what I have so far tell me what you think.

Sala Unknown

The girl awakes with a bruised and stiff body, the taste of snow and iron rests on her mouth. Opening her eyes and squinting at the bright light blinking of the snow and takes note of her surroundings. She seems to be in an abandoned clearing in the middle of a dead forest. The strangest thing though, is the small creatures that surround the clearing rabbits, foxes, badgers and even a couple small birds look at her look at her worriedly. Their outlines seem to waver and light seems to shine from inside them, some brighter than others. As she sits up the animals startle and run. But instead of disappearing into the distance they seem to vanish into thin air.
As she wonders what this could mean a voice seems to sound from inside her head. Those were spirits. Instead of feeling startled or surprised the voice was calming and even seemed familiar. "What happened to me? I-I can't remember anything... Wh-What's my name? What's your name?" A million more questions raced through her mind but she stopped as a headache grew in her temple. The voice was quiet but seemed to be contemplating. You really remember nothing? The headache grew in her temples. The voice seemed to pick up on her distress. Is something wrong? It said fear barely brushing its voice.
"It's nothing, just my head started really hurting, I'm sure it will pass in a minu-" Her voice cut off as visions flooded her head. Terror raced through every part of her being, she was running from someone or maybe something. She could feel fire on her back and the screams that rang in her ears. She tripped over some unseen object in her way, she put her hands in front of her to stop her fall and felt her hands touch something wet and sticky unlike normal snow. There was a lump of something by her. Feeling a pit in her stomach she began to turn her face.
She was pulled from her vision as quickly as it had started. For a moment she thought she felt warm arms around her but just like the vision it was gone in an instant and she couldn't tell if it had ever really been there.
Your name is Sala. You can call me Lakshmi. You need to start moving walk through those trees to your left. Listening to the voice Sala turned in the direction she had pointed out to her. "It's nice to meet you Lakshmi." She said with a smile and began pushing through the deep untouched snow.
____________________________________________________________________

Lakshmi trotted carefully behind the girl who hummed a tune and showed no sign that she had anything wrong in any way. She watched the petit girl in thick animal skins giggle as she fell down a hill in the snow. Her unruly, blonde hair fell to her shoulders. Sala looked like any other girl if not for her eyes. They were an intense mix of dark and light blues that almost seemed to swirl. When you looked at them they seemed to draw you in like she could see into your very soul, and maybe one day with practice she could.

GM:

I was wondering if I could have a different guardian spirit. Not changing what it does just something more wintery, like a fox or wolf.


Very flavorful background! And flavor the guardian spirit however you'd like for the mechanic that you prefer. Heck, you could make it Lakshmi if you want. I want it to be what interests you most.

Grand Lodge

1 person marked this as a favorite.
Female Gnome Druid 1

Ok,
Ok I'm going to say that Lakshmi is my guardian and she is a fox spirit, it works like the iron tree spirit where I get +1 forward on defy danger

I'm gonna go with the tamer alignment but instead of bending it to my will can it be more like asking a favor

For my totems I was thinking of carving them out of ice, my totems are usually in the shape of an animal, they are small about three inches tall an inch wide and about half an inch thick. I usually include a small hole in the top so they can be threaded and worn as a necklace. At first glance the totems seem very simple but looking closely you can see her small and minute details. Although the totems are made of ice they do not melt and I fact feel slightly different depending on the totem. (I'll go into more detail when I make that particular totem) after the totem is used up it melts away in the persons hand.

Was wondering if I can get a little help on bloodlines. I was thinking that one of my ancestors was married to a very powerful spirit. Anything that could work with?


How about this:

One Foot In Each World:
When you Discern Realities and ask: "What do the spirits whisper here?" (Your Murmur move) You may also choose to either see the spirits that whisper or ask them a single yes/no question that they will answer honestly according to their limited knowledge. Should you choose either, you forfeit the +1 forward when acting upon the answers.

You may also choose neither option, keeping the +1 forward.

----------------OR-----------------

The Glamour of Fae:
Your totems are imbued with Glamour. The gift of one will always count as leverage when you wish to Parlay with a mortal being. The following day any totems gifted in this manner will no longer count against the total that your pact allows.

Discern Realities and Parley are both explained further here. If that helps further explain these benefits.

Either of those grab ya?

Grand Lodge

Female Human Shaman 1

I'll do the glamour of the Fae. That way I can get a little more leverage in trades.

Grand Lodge

Female Human Shaman 1

working on bonds right now, do these sound like they would work?

It's clear to me that Signy has a troubled spirit, and may need some guidance or at least a friend.

The spirit's have told me of Tofa's unusual powers.

I have heard the spirit's repeat Baelgrin's stories


They look good to me. I'm not sure on how the last bond with Baelgrin could resolve or advance, but there may be creative ways I'm missing. You may be able to add a quick tag to that which gives it direction: "I'd like to ______" or "I'm interested to see if ________". That way you know how you can interact with him to work toward that xp point.

Grand Lodge

Female Human Shaman 1

Hmmm Maybe something like...
I have heard the spirit's repeat Baelgrin's stories, I woulud like to hear one myself.


Great!

And on an odd note: my number has come up for jury duty tomorrow. That means zero electronics. So I will likely disappear for at least a full day. I'll resume the following day with any luck :/

Hoping it can be short!

Grand Lodge

Female Human Shaman 1

Alright, good luck on jury duty.
Finished copying my character sheet is there anything I might be missing?


1 person marked this as a favorite.
Priest 1 | 19 HP | 4 xp | 10 coin

Where Thænge's priests once stayed within their villages, greeting travelers and assisting with feasts, he has commanded many of them to journey and spread the warmth of the hearth to all they can find without. Many of the priests sent questing had seen their jarls become selfish and stingy, hoarding weapons and food, and stealing from nearby clans. With the jarls quarreling over meager lands and sending their karls out to kill and die, Thænge decided to leave them to their fate and sent his warmth elsewhere. Iorval was one such priest.

Thænge rarely troubled himself with the affairs of the gods. Where the others seek champions to fight for them, or secrets of the future to turn away the calamity, Thænge seeks to have his bonfires surrounded by mead, skalds, and joy.


CE Male Human (Chelaxian) Shfiter (Beastmind) 1 | HP: 15/15 | AC: 16 (13 Tch, 13 Ff) | CMB: +3, CMD: 16 | F:+6, R:+5, W:+1 | Init: +5 | Perc: +4, SM: +4 | Speed 30 ft | Spell Pool: 5/6 | Active conditions: nonlethal (1); Move 40'; AC 14

Ok, Bryn is finished except the bonds, which I'm going to have to think on.

One bond will have to do with Sala and her white fox, but I'm not sure what yet. One will be about Signy, being that in my backstory I've mentioned her already, as someone that Bryn wants to befriend, b/c she is obviously powerful. And the other, I don't know yet.


Looks good, Sala. I'll introduce you into the gameplay thread if you're ready.

----------------------

Iorval, I really like those concepts. I think that can take stuff in really interesting directions!

I will get options posted for your Nature (instead of Alignment) sometime in the next couple days. Let me know as well if there's anything I can help with on building the character.

Feel free to tie in with the Berrywine clan already with some sort of background, or instead describe some reason why you might be nearby like Sala has done. Then I'll get you in the action as well!

----------------------

Bryn, glad to see you in gameplay! Rough first rolls, but that makes stuff interesting and gets you xp!

Right now, only take 1 xp however, and let me explain why:
Apocalypse World (of which Dungeon World is a Fantasy Hack) says it like this. "The rule for moves is to do it, do it. In order for it to be a move and for the player to roll dice, the character has to do something that counts as that move; and whenever the character does something that counts as a move, it’s the move and the player rolls dice."

The description of changing into the wolf was awesome. I'm a little shamed by everyone's writing ability compared to my own. So well done! But you rolled Hack and Slash, even though nothing described you attacking anything. Which may have just been oversight.

This time, it potentially works in your favor! Without anything in the fiction to trigger that move, there's no need for the roll. I'll won't be able to update gameplay until Friday most likely, but I'll let you know in the next post what moves you have as a wolf and you can describe what happens from there and either use a wolf move or describe something that triggers hack and slash if you'd like. Or if you like the thought of that tempting xp point, then feel free to just refer back to the previous hack and slash roll; but tell me what you're doing and how you do it to trigger the roll.


The moves a Druid receives in animal form are interesting, because they are treated like monster moves in that you just do them. Like if you get "Bear Hug" in bear form, then when you want to grapple something in your ursine embrace then you do so without having to roll anything. Spend the hold, describe it, and if its possible in the fiction (like it's small enough to get your massive arms around and not impossibly out of reach) it happens. Kinda cool.

You can still trigger and use other moves, but would roll for them as usual.

For current wolf moves, I'm thinking:

  • Cull the Weak or Distracted (If something seems weak or distracted, you can just kill it. Yep, dead. Spend hold and tell me how. *But Red Fur Draugr isn't sufficiently distracted if that's what you're thinking... not yet anyway.)
  • Hamstring (You cripple something's movement almost entirely. Spend hold and tell me what and how)
  • Howl in Comradery (You do the super iconic thing, with the bloodmoon above and all. The other wolves probably will dig it.)

And as always, feel free to ask me questions if I explained that poorly :/

Grand Lodge

Female Human Shaman 1

I can't wait to join in the game thread with everyone else. If its alright I would like to be a kinda new character. Like seeing the fighting I step out of the woods or something.

Grand Lodge

Female Human Shaman 1

Also if its alright I would like to have a couple totems already made .


I'm great with both of those! I was going to update and bring you in, but couldn't muster a good post this late. I need sleep. But by all means, take the reigns with your own entrance.

And starting with two or even all 3 totems is great as well. Just let us know which ones.


Priest 1 | 19 HP | 4 xp | 10 coin

As a priest turned vikingr, in a way, stumbling upon the group during or immediately after the draugr attack would work well (I'm also carrying loads of bandages).


CE Male Human (Chelaxian) Shfiter (Beastmind) 1 | HP: 15/15 | AC: 16 (13 Tch, 13 Ff) | CMB: +3, CMD: 16 | F:+6, R:+5, W:+1 | Init: +5 | Perc: +4, SM: +4 | Speed 30 ft | Spell Pool: 5/6 | Active conditions: nonlethal (1); Move 40'; AC 14
GM Mogthrasir wrote:

The description of changing into the wolf was awesome. I'm a little shamed by everyone's writing ability compared to my own. So well done! But you rolled Hack and Slash, even though nothing described you attacking anything. Which may have just been oversight.

This time, it potentially works in your favor! Without anything in the fiction to trigger that move, there's no need for the roll. I'll won't be able to update gameplay until Friday most likely, but I'll let you know in the next post what moves you have as a wolf and you can describe what happens from there and either use a wolf move or describe something that triggers hack and slash if you'd like. Or if you like the thought of that tempting xp point, then feel free to just refer back to the previous hack and slash roll; but tell me what you're doing and how you do it to trigger the...

Thanks for the kind words! I'm really impressed with the quality of writing in this game too. Signy's first gameplay post is what made me realize I wanted to be part of this game.

Thanks for the clarification on how the moves work. I'm not used to a system where you don't roll to see the results, if I'm understanding correctly.

Since I wasn't clear, my intention was to have Bryn shift and then barrel into the Red Man, all teeth and claws and fury. I just got hung up on the roll of the 6, which, well, I'm not sure what that means except that it probably isn't good. I'll go ahead and keep that move since that was my intent and update my gameplay post.


M Bard 2 18/18 HP, 1 Armor, 0 XP

Perhaps Iorval and Sala could happen upon our battle together? That would help you guys have existing Bonds too, just as a thought.


CE Male Human (Chelaxian) Shfiter (Beastmind) 1 | HP: 15/15 | AC: 16 (13 Tch, 13 Ff) | CMB: +3, CMD: 16 | F:+6, R:+5, W:+1 | Init: +5 | Perc: +4, SM: +4 | Speed 30 ft | Spell Pool: 5/6 | Active conditions: nonlethal (1); Move 40'; AC 14

Also, I've been thinking about how the shifting works, from a character and mechanical point of view. I figure the Ironeye clan has two kinds of shifting. One is his shift born from the "human" starting move, where he can take the form of a domesticated animal. This bond, as it comes not from nature but rather from humankind's subjugation of nature, allows for much more control. As such, the animals are always somewhat generic, and the personality of the animals are more in line with the Ironeyes themselves. The Ironeye clan has used this version of the changing to profit over the years, appearing as housecats, horses, dogs, and songbirds in order to gather information, smuggle goods, etc.

When the Ironeyes use their connection to The Frozen North, however, things are a bit different. Rather than taking the form of a generic animal, the shifting calls on something more ancient and primal (and powerful in many ways) than man's domesticated creatures. This takes the form of specific entities that Bryn "rides" (or is ridden by, if the roll is bad, perhaps - this is one way to differentiate between a good and bad roll, I think). Hungry Wolf is one such creature - when Bryn rides/is ridden by Hungry Wolf, Bryn becomes much more predatory, a hunter in the truest sense of the word, to a degree more or less in conjunction to the sucess of his Shifting roll. The creatures/spirits/gods whatever of The Frozen North are much more wily, dangerous, and inscrutable than the domesticated animal forms that the Ironeyes usually assume, and as such should not be taken lightly.

In the case of the 6 rolled in the gameplay thread, Hungry Wolf is more in control than Bryn is - barely.

This also neatly explains something I wrote into Bryn's backstory that I haven't figured out until now - that Bryn has not really been using his shifting like the rest of the family, and why he's basically a fence instead of a smuggler or spy, and that he hopes his daughter doesn't have the change come upon her. I now know that this is because he's terrified of losing control of his self and being ridden, and this happened to him disastrously in the past. What happened, I don't know yet...


1 person marked this as a favorite.
CE Male Human (Chelaxian) Shfiter (Beastmind) 1 | HP: 15/15 | AC: 16 (13 Tch, 13 Ff) | CMB: +3, CMD: 16 | F:+6, R:+5, W:+1 | Init: +5 | Perc: +4, SM: +4 | Speed 30 ft | Spell Pool: 5/6 | Active conditions: nonlethal (1); Move 40'; AC 14

OK, I just read through the discussion thread, and realized that my ideas share some overlap with some others, so I thought I'd try and differentiate them a bit.

Signy and the bear beserker: Will Signy be later on shifting into a bear as she rages? If so, I'll refrain from ever doing so, in order to keep what Signy has special be, well, special. That's easy enough to justify from my end - Hungry Wolf is The Frozen North's embodiment of a predator. As such, when Bryn needs a combat shape, Hungry Wolf will be it.

@Signy, am I understanding correctly that you will become a bear at some point? If so, perhaps Bryn can help you travel that path?

Einherjars and shapeshifter forms: I realize after reading this discussion thread that Tofa and I have some thematic similarities - Tofa is summoning her Einherjars with control issues, I'm shifting with control issues. Tofa is summoning specific people with her Einherjars, I'm becoming specific aspects of nature when I shift.

@Tofa, is that too much overlap? Would you like me to alter/change my concept?

As for GM Mog's questions:

What incredible signs have occurred that indicate the end has come? How do people know this is Ragnarok?

A whale washed up on the beach by Landstardt last spring. As it lay dying, some of the town's people arrived to butcher the animal, thankful to the gods for all of the good that would be done with this gift. But, as the townsfolk prepared their tools for the butchering, the whale sighed and opened its mouth wide, and creatures of carrion emerged. First a score of suckerfish, bottom-feeders of waste and trash, spilled out of the whale's mouth, as crabs swarmed from the whale's blowhole. Then a pair of great vultures crawled wet and squawking, from the whale's mouth, and shaking their necks and wings, took flight, and circled the town for three days and nights.

The townsfolk approached the great whale, fearful, but unwilling to let such a prize go. From the whale emerged a pack of creatures unlike any the townsfolk had seen; shaggy and doglike, with spots and a short mane running down their backs, with front legs longer than rear ones, and emitting guttering, laughlike calls.

The townsfolk watched in horror as the pack of creatures set about eating the whale, removing first its outer skin in large, hungry bites, chittering away to each other the whole time. Once the skin was removed, and the the blubber was eaten, nothing but bones and rot appeared to be underneath, as if the whale had been dead for days. The creatures ran into the wilderness, leaving the rotted whale on the beach, its skeleton stretched out in a great, terrible reminder of what could have been.

Sub-question: Why will Spring never come?

Spring has to come! It simply must! There is no way that Bryn can accept the fact that it may not. He has a daughter to see wend her way in the world.

What rumors have you heard regarding the gods and the reason for the sudden silence?

The gods see humanity like the people of Landstardt saw that whale: filled with promise lost to corruption. They've abandoned us because we deserve to be abandoned.

What taboos have long been respected by your culture, but now are beginning to wane with the end?

Once, the people of Landstardt welcomed visitors. It was the way things had always been, and always should be. Whether stranger or family, anyone who alighted on a doorway was expected to be offered a bed for the evening and warm meal. Now, since the whale came, knocks on doors are not answered. Strangers, and even family members, are left to sleep in the streets, which happens more and more as the desperate make their way south.


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

I have absolutely no problems with that, Bryn: You become the 'forceful' monster, I simply summon one. You -become- the uncontrollable monster, I simply summon one. Both of our actions have consequences, and both of our toolkits are large, but the way that the consequences come about and the literature of how those actions come about are -very- different. Also, what actions we take and how we go about it, will also greatly alter our characters.

To Tofa, Einherjar are 'armor' that happen to be able to perform maneuvers, just as much as they are people, with whom she can have a conversation, and barter for aid.

From a story standpoint, you've already shown rather strongly that what the two of us do is -very- different, even if mechanically, they fall into similar categories. I make things that do things, you become things that do things. :)


CE Male Human (Chelaxian) Shfiter (Beastmind) 1 | HP: 15/15 | AC: 16 (13 Tch, 13 Ff) | CMB: +3, CMD: 16 | F:+6, R:+5, W:+1 | Init: +5 | Perc: +4, SM: +4 | Speed 30 ft | Spell Pool: 5/6 | Active conditions: nonlethal (1); Move 40'; AC 14

Excellent, Tofa! I'm enjoying greatly your Einherjars. It is an incredibly cool concept.

Bryn, on the other hand, after witnessing your chain man, is terrified of you!


I fully intended to create a large post here to answer some of your questions and add my two-cents to some of the thoughts being discussed. But I'm totally out of time. So it will have to wait :/

Sorry to leave you hanging on some of these things, but I'll try to make them clearer when I have the opportunity.


1 person marked this as a favorite.

Alright, now I can answer some things! First, thanks for your patience with my absence most of yesterday. Second, thanks for being good sports with some difficult moves. This is getting pretty nasty for a "first fight". Let me explain why:

Why Is This So Nasty?:
Dungeon World does away with the philosophy that in order to make an opponent difficult, you need to give them a million hitpoints. Typical dragons only have 16 hit points. This nasty Red-Man Draugr has pretty meager HP as well... but that's not what makes him difficult. Instead, in Dungeon World, things become more difficult through the fiction (how nasty it is to try and get near them or execute a successful attack) and by the severity of the hard moves the GM makes in relation to them. Check out this article for a great example--> 16 HP Dragon

When someone gives me an opportunity for a hard move, I'm trying in most cases to make them tougher than you'd expect with a first fight because you guys are engaging the most difficult opponent there. I'm also making soft moves with him constantly to reflect his difficulty.

Fights should be tough, I want you guys to sweat a little. But I really am fans of these fantastic characters, so don't think that I'm just trying to kill you all off. The game's no fun that way.

------------------------------

Brynjolvar, I may have given you the wrong impression of how moves work. Usually you do roll to determine the results of an action, like we're familiar with in most RPGs. Which means you talk about what you're doing and the actions your taking but leave the results of success or failure open ended for the roll to decide. Then the GM interprets the roll to let you know how your attempt played out. You're doing it well, I just want to try and explain it better than I had.

There's just a couple things that set DW apart in this area.

  • Monster Moves/Druid Shifted Moves
  • Beginning and Ending with Fiction

Monster/Druid Moves:
As you may have noticed, I never roll things to determine how successful NPCs are with any action. They just do things, and their success or failure is inversely connected to your own. If you're doing well, they aren't. If you're doing poorly, they're extremely dangerous. So I am constantly setting up threats with them, and if you're successful then the threats are thwarted. If you're unsuccessful then painful/disastrous things happen. And when a monster makes a move in the latter instance, it just happens (like the Draugr's Icy Touch on Baelgrin... I didn't have to roll anything to make that move).

When a Druid shifts, he/she gets a handful of moves that can be used in that form. They operate identically to Monster Moves in that you can spend your hold to simply make that happen (successfully) if the fiction allows it. For instance, GMs commonly assign some sort of "Get Away" move like "Retreat to the Woods" could be one for the wolf. If you're in a really nasty spot, you can just spend 1 hold and that happens. No rolls are needed, you just safely get to the woods (assuming you aren't tied up or in some creature's belly, etc.)

So only in that way do you have the option of doing something chancy that automatically succeed!

Begin and End with the Fiction:

This is Dungeon World's term for emphasizing the story over the mechanics. It means that whenever mechanical stuff like rolling dice comes into play, it needs to arise out of a fictional description, and result in further fictional description. This way, it's always about the story rather than descending into simply mechanics.

Let me give you some bad examples, followed by a simple correction:

Svolli the Dwarf is facing down a spider the size of a grizzly bear. He sees the massive arachnid at the base of its web as he turns the tunnels corner.
Svolli's player: "Oh nasty! That thing most definitely can't stay! I'm gonna hack and slash." *rolls dice

This is super common in RPGs, but ultimately pretty stale because it doesn't begin with fiction. It began with mechanics: "I'm gonna hack and slash". He might as well have said "I click space bar 20 times until its dead." He's describing mechanical rules, not a story rooted in the fiction.

Player rolls an 11 for complete success, without repercussion. Then rolls damage for 6.
GM: "Nice roll! You do 6 damage to the Spider. He looks pretty pissed now and..."

Likewise, this becomes rather common but is equally stale as the mechanical action doesn't get interpreted back into the fiction. "You do 6 damage" isn't a story element, it's mechanics. to end with fiction, it needs to be interpreted back into the story the same way the mechanics arose out of the story.

Better Example All Around:
Svolli the Dwarf is facing down a spider the size of a grizzly bear. He sees the massive arachnid at the base of its web as he turns the tunnels corner.
Svolli's player: "Oh nasty! That thing most definitely can't stay! I rush around the corner and bring my axe crashing down into whatever legs try to get in my way first. I'll chop 'em all off if I need to!" He then rolls Hack and Slash (mechanics) because it arose out of what he described.
Player rolls an 11 for complete success, without repercussion. Then rolls damage for 6.
GM: "Nice roll! So that's 6 damage. Your axe cleaves through three of the arachnid's legs on its left side, causing it to collapse lopsided to that side. But there's still some fight in it, and he looks pretty pissed..."

In this example the mechanics happened because the action was actually happening in the fiction, and then got interpreted from mechanics back into the fiction as well. It's about the story, and the mechanics are just there to help direct it.

The best advice I've heard on how to keep this in mind is to always be asking yourself "How?" whenever you dictate an action. This will push you away from the mechanics and into fictional actions that describe them.

Example: I'll Defy Danger with my characters incredible speed. How? By dodging out of the way of the falling rocks. How? By diving to the side and rolling beneath an overhang in the cavern walls.

The final iteration is way more story intensive than the first, which was simply mechanics.

If any of you are looking for a relatively quick read that will REALLY help you overcome some of the hurdles we typically bring from other RPGs, I couldn't recommend this guide highly enough! Link is in the first post of Recruitment Thread

------------------------------

Then we get to interpreting your rolls. Generally as a player, I'd leave things open when you fail a roll in the same manner you would with a partial success, rather than trying to interpret the fail yourself. If you set up a specific failure, but I have a different one in mind you may end up with both. And in Dungeon World, a 6- doesn't always mean failure. It just means that I make a move to really complicate the situation. And sometimes, that means you could still succeed at the attempt.

For instance: if trying to Spout Lore, when getting a 6- I find it far more interesting to spout some lore about something but have it be incredibly bad news than to just not recall anything.

------------------------------

Next, character rolls or niches. The druid, by design, tends to bleed into just about every area. Depending on what form you take you can fight, scout, travel, persuade, etc... Tofa I think explained it pretty well. I think even if we end up with two people that can become bears, it should work out in a way that still protects niches. Especially because Signy will have access to fury as a bear that you will not, and you will have a myriad of other animals that you can shift into. There's simply one area where the mechanics bleed together, but the fiction distinguishes.

------------------------------

Finally, Sala brought up something interesting in a PM that's worth noting. Not everything your character does will need a roll. I'll only ask for rolls if failure seems particularly interesting or the action is potentially dangerous.

She wants to throw an object somewhere, but there's no clear cut basic move for doing so. As far as I'm concerned, you just throw it and it ends up basically where you want it. You're heroes, after all.

------------------------------

If I missed any questions, please draw my attention to them or ask again. I'm not trying to ignore any, just catching up.

*Oh* also: that was a pretty pointed hard move against Baelgrin to freeze your mouth. It fit with the fiction, but I didn't really think about the horrendous implications for a bard. When I update gameplay you'll find that you're beginning to regain use of your voicebox, since really it's just your lips that were frozen. Charisma penalty, certainly, but not a total shutdown of your niche. That's crappy!


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

You could run 'throw' as volley, but the question is in regards to how precise it must be. In her description,the object doesn't really need to be close, or even near. As a result, just hurling it into the melee is enough, and a roll isn't needed. It's uncontested, so it just happens. :)

Also... Baelgrin and Red Fur, sitting in a tree...


M Bard 2 18/18 HP, 1 Armor, 0 XP

BRING ON THE NASTINESS, MOGTHRASIR

THIS IS A GRIMDARK, NIHILISTIC WORLD ON THE EVE OF RAGNAROK

WE DON'T WANT TO FIGHT FLUFFY BUNNIES

(I don't feel like the hard move of freezing my face is unfair either. Some monster moves hurt some classes more than others, it's how the game goes!)


CE Male Human (Chelaxian) Shfiter (Beastmind) 1 | HP: 15/15 | AC: 16 (13 Tch, 13 Ff) | CMB: +3, CMD: 16 | F:+6, R:+5, W:+1 | Init: +5 | Perc: +4, SM: +4 | Speed 30 ft | Spell Pool: 5/6 | Active conditions: nonlethal (1); Move 40'; AC 14

Thanks for the explanation, Mogtrasir! I think I understand things now.

Baelgrin the Old wrote:

BRING ON THE NASTINESS, MOGTHRASIR

THIS IS A GRIMDARK, NIHILISTIC WORLD ON THE EVE OF RAGNAROK

WE DON'T WANT TO FIGHT FLUFFY BUNNIES

What about fluffy death bunnies? Hmmm, I think I've got my next shapeshifting form figured out...


Baelgrin the Old wrote:

BRING ON THE NASTINESS, MOGTHRASIR

THIS IS A GRIMDARK, NIHILISTIC WORLD ON THE EVE OF RAGNAROK

WE DON'T WANT TO FIGHT FLUFFY BUNNIES

(I don't feel like the hard move of freezing my face is unfair either. Some monster moves hurt some classes more than others, it's how the game goes!)

True, but I'm in one of your games as well. I'd hate to fall asleep and wake up to simply find Groonk's legs were amputated by hungry goblin fodder in the middle of the night. Checks and Balances, you know?


1 person marked this as a favorite.
M Bard 2 18/18 HP, 1 Armor, 0 XP

You call it amputation, I call it a critical plot development


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

Let's be honest. If we remove Groonk's legs, Retzack will be more than happy to replace them with Drow Katanas. Checks and balances indeed.


Priest 1 | 19 HP | 4 xp | 10 coin

So did getting smacked with a coffin hurt, or did I miss how much damage it did?


Sorry. Yeah, it's gonna hurt but weekends I'm usually out. It'll be 1d6+1 if you want to roll it and I'll let us know what happens. I'll also fill you in on your spout lore check


M Bard 2 18/18 HP, 1 Armor, 0 XP

I'm training in a newbie at my office today, so I'll have less time for forum updates.


Hope you all had a wonderful weekend! Let's assault Iorval with a board and get this rolling again :D


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

Unless it looks like a nonfatal blow, that won't endanger the man, Tofa will take the blow for him. If it looks as though she can simply reduce the blow and him come out alright, she'll reduce it, instead. :) So we don't hold up, cause my hold is up. :p

If she can't tell, she'll take the hit.


Let's say that you could reduce it enough to keep him alive if you wanted, keep it from being fatal without having to take the blow himself.

Then you can describe how that plays out, as I don't want to describe your actions in any way, shape, or form. You're even welcome to describe injury he incurs (which would include a sort of "icy touch").

I'll also describe the results of Sala's fantastic roll shortly as well.


Alright, time for some Followers:

Dusk, Mirth, Broken, and Light-Step all have similar mechanics, though they will obviously be different in personality.

Dusk (And other 3)
Large wolves who once followed Pursuit, who still lives.

  • Quality: +1
  • Tags: Woods-wise, Cunning, Stealthy
  • Moves: Drag off something/someone with distraction
  • Loyalty: +1
  • Instinct: Pursue Self-interest over all.
  • Cost: Knowledge
  • Stats: 6 HP, 1 Armor, d6 damage

Jorael
Kindly woman who took Tofa in. She's a capable healer and midwife.

  • Quality: +1
  • Tags: Herb-wise
  • Moves: Tend to physical injuries, Calm hysteria
  • Loyalty: +1
  • Instinct: Ignore dangers in the name of aid.
  • Cost: Good
  • Stats: 4 HP, 0 Armor, d4 damage, 2 load [Healing Potion, Bandages(6), blankets]


Sorry everyone! I'm in heavy training until Friday, and keep putting off letting you all know in hopes of being able to catch up and update. But that just isn't going to happen. I'll be back Friday though, and am so sorry I didn't warn you all in monday!


CE Male Human (Chelaxian) Shfiter (Beastmind) 1 | HP: 15/15 | AC: 16 (13 Tch, 13 Ff) | CMB: +3, CMD: 16 | F:+6, R:+5, W:+1 | Init: +5 | Perc: +4, SM: +4 | Speed 30 ft | Spell Pool: 5/6 | Active conditions: nonlethal (1); Move 40'; AC 14

No worries, GM Mogthrasir. I'm traveling for work right now, so it works out well for me anyways. I'll be home later Friday night and will get a response up then, but if need be, please feel free to bot Bryn.

Good luck with the training!


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

Are we able to understand Hungry Wolf and her conversations, or is she choosing to use the spirit tongue? I've been avoiding reacting or commenting, as they've mostly been apart thus far. But it could come up. :)


Good question. That's up to Hungry Wolf I suppose. If Bryn can speak the tongue of animals, he should be able to speak the tongue of humanity as well, and we know the wolves can do the same. But whether he (she) does so or not I'm not sure!


CE Male Human (Chelaxian) Shfiter (Beastmind) 1 | HP: 15/15 | AC: 16 (13 Tch, 13 Ff) | CMB: +3, CMD: 16 | F:+6, R:+5, W:+1 | Init: +5 | Perc: +4, SM: +4 | Speed 30 ft | Spell Pool: 5/6 | Active conditions: nonlethal (1); Move 40'; AC 14

I figure when Hungry Wolf talks to the wolves, it is in barks, yips and growls. However, Bryn is a passenger and will fill in the peeps when he makes another appearance. And Dusk and the wolves can talk, but I'm not sure about Bryn or any animal shapes that he takes on being able to communicate with humans. The spirit tongue ability says the following:

The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

It sounds to me like the ability allows a druid in human form to understand, but not communicate, with nature. I took it a bit further to mean that a shifted druid can.

EDIT: But, since other wolves can talk, whose to say that Hungry Wolf can't?


Cool. That makes sense Bryn!


M Bard 2 18/18 HP, 1 Armor, 0 XP

It's a boy! Due date 4/20

151 to 200 of 232 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / End of the Northerners - Dungeon World All Messageboards

Want to post a reply? Sign in.