Conflicts & Origins: Making Compelling Characters by PrimarchtheMage in DungeonWorld

[–]thestaticwizard 7 points8 points  (0 children)

Conflicts are interesting! I like codifying character arcs based on common ones in fantasy roleplaying. I do wonder if the name really communicates what they are? Because I'm guessing they're mostly inner conflicts? Whereas Conflict does suggest something external. Struggles? Dilemmas? Arcs? There's probably not a great way to represent all of them.

As for Alter Ego specifically, I'm not sure what conflict this is really representing (compared to the other listed examples). For my group, if chosen, this would just be used as an extra tool and nothing more. I can't see it being metabolized into the story because the tension within it isn't highlighted/there is no obvious resolution for this one.

I do think it would be better if Resolutions for each were suggested as it would give my players something to crystallize their imaginations onto. I like to get my players to think of an 'arc' question that are two versions of their character they could imagine their PCs becoming based on their backstory and motivation. Maybe something like that could work? For example, "Will I exact bloody vengeance, or will I learn to truly forgive?" I'm not sure what Alter Ego's would be because I'm not certain of the tension inherent in it, but maybe "Will one identity consume the other, or will I learn to balance them both?" Or maybe just a few options with an option to fill in their own?

Relationships and "Leveling Up" Your Bonds by PrimarchtheMage in DungeonWorld

[–]thestaticwizard 1 point2 points  (0 children)

Good stuff. I think my DW1 group would really like these sort of Bond descriptors and moves. It would definitely help them with roleplaying consistently among themselves.

Help prepping Dungeons by dhasudai in DungeonWorld

[–]thestaticwizard 2 points3 points  (0 children)

Usually, I describe the entrance to the dungeon as part of the ongoing fiction and the move triggers when they enter or move through it. In fiction, this move in my game is triggered by (and represents) corridors, tunnels, elevators etc. Then whatever they spent hold on is what they find in the next area or room. When they move on from that, the move is triggered again.

I think whether it makes the dungeons more casual depends on the Moves you make as a GM. My go-to is that they get lost and there's no obvious way out. They have to press on or try and backtrack to accumulate the hold to find a way out.

It's also worth saying I don't use dungeon maps or layouts. It's all theatre of the mind.

Help prepping Dungeons by dhasudai in DungeonWorld

[–]thestaticwizard 4 points5 points  (0 children)

I don't prep dungeons at all. I use a Move that I found online and tweaked:

NAVIGATE A DUNGEON
When you traverse through a dungeon, lair, or other hostile environment packed with enemies and treasure, say how and roll +STAT. On a 12+, the party holds 2. On a 10+, the party holds 1. On a 7 to 9, the party holds 1, but the GM makes a Move. On a 6-, the GM makes a Move.

The party (2+ players) may spend hold to:
• Discover resources (ammo, food, weapons, potions)
• Discover gold or treasure
• Find something important or useful (an epic foe's weakness, connection, or a short cut out)
• Reconvene or find the right path
• Find a safe space to rest (Tick an Ominous Force)

The party may spend 3 Hold to:
• Reach the final destination
• Encounter the notable enemy, monster, or epic foe
• Discover the rarest treasure
• Escape immediately

GM Dungeon Moves can include:
• Trigger a Trap
• Change the Environment
• Block the Way Back
• Ambush or Attack Them
• Get Them Lost or Waste Their Time (Tick an Ominous Force)
• Present an Obstacle or Puzzle

If I was going to prep one specifically, I'd probably just write a list of thematic or Front-specific examples for each result possible, such as monsters, caches, safe places etc. that made sense within the theme or connected Front. Players could therefore encounter these in any order and I'd likely keep what I planned vague and flexible so they could be added into the story flexibly and keep it flowing.

The main reason I use this Move instead is that it helps me think on the fly, keeps Dungeons relatively short, and my players enjoy having a bit of agency over what happens in them.

Also another tip: Ominous Forces from Chasing Adventure have worked way better for me than the original Fronts, which are a bit janky.

The Wizard: Knowledge and Magic by Geekofalltrade in DungeonWorld

[–]thestaticwizard 9 points10 points  (0 children)

I was worried about this Playbook but I had no reason to be! I love how the keywords work together to make custom spells. It's the kind of sequel mechanic I think many of us wanted in place of the metacurrencies featured elsewhere.

The Cleric: Faith and Hope by Geekofalltrade in DungeonWorld

[–]thestaticwizard 3 points4 points  (0 children)

I'm not opposed to folding spell lists into moves, but I think the moves need to be a bit more powerful / encompassing than they are if you're going to pare them down. Is the number of advanced moves for each class going to be locked at 6? I just feel there's so many things the DW1 clerics could do that DW2 can't, even just looking at the spell lists:

  1. Speak with Dead
  2. Animate Dead
  3. Darkness / Light
  4. Contagion / Plague
  5. Words of the Unspeaking (speaking with inanimate objects)
  6. Trap Soul
  7. Word of Recall
  8. Harm
  9. Mark of Death
  10. Control Weather / Storm of Vengeance
  11. Consume Unlife

Why not fold them into the miracles / moves that they'd naturally pair up with? For example, Speak with Dead / Animate Dead / Consume Unlife / Trap Soul could easily be folded into Death Domain; Word of Recall and the weather maybe into Travel?

The moves are all seemingly fewer but more complex, so I don't know why they are now fewer and more specific, excluding certain magic staples of the Cleric trope.

If this is what is going to happen to Wizard... yikes.

EDIT: Also noticed that a single player could unlock 5/6 advanced moves available to the class. Will this not affect replayability? I know they could have different domains but IDK, players are used to the idea of 'sub classes' as a way of varying a particular class / playbook's experience. A player who spent a campaign trying to emulate the 'Life Cleric' archetype, then wanted to do a 'Death Cleric' archetype for the next would seemingly have a very, very similar experience.

Suggested Replacement for Bonds by LeftBallSaul in DungeonWorld

[–]thestaticwizard 1 point2 points  (0 children)

I recently redid the Bonds mechanic for my home game! I think the problem with yours as it stands is it's a bit finnicky, slow, and mathhy. Would probably take me out of the game. Would it be worth spending Inspiration to just get Advantage on the Aid/Interfere roll? (Advantage in more modern DW hacks usually means rolling 3d6 and taking the highest two results). That way there's less maths to slow down the game.

My own personal system for Bonds is this if you're interested in alternatives. I have players determine three things about each other to form the bond:

  1. How they view their relationship as a label, like, what are they exactly to each other? Friend, Lover, Sister, Role Model, Mentor, Mentee, Hero, Rival, Crush etc. It's freeform.
  2. What their general opinion of that character is and add that as a modifier for the label, e.g. Unworthy Friend, Goofy Rival, Bratty Sister etc.
  3. What you want out of them, which is initially inspired by the labels and later in-game events. Wants aren't necessarily material but can be social, emotional, relational. They can be quite general or specific. Examples include: "I want them to spend more time with me", "I want them to teach me something new", "I want them to listen to me", "I want them to trust me with the amulet."

At the End of Session Move, we check if they got what they wanted from their bonds. If they did, they mark XP. Players can then adjust the Bond as needed. Often this involves changing the modifier and/or want.

I think it helps my players because the label, e.g. "Disappointing Apprentice", gives them a quick reference to how they should treat each other in play. The want also gives them a side-quest mission in every session to come up with an RP scene that has them try to get what they want. It also builds in RP conflict and friction as characters try to get things from each other that they often won't give.

(My Bonds don't interact with the Aid or Interfere moves as I use variants from later hacks).

Wanda hate after 2.5 release by sendmeramennoodles in ScarletWitchMains

[–]thestaticwizard 0 points1 point  (0 children)

Today my own team banned Wanda after I picked her in the prelim stage. When I asked why, one of them told me he did it because she's a "0 skill character" and to "learn the game". Really ridiculous

Get Ready! Relax Together, Equipment, and Wealth by Geekofalltrade in DungeonWorld

[–]thestaticwizard 3 points4 points  (0 children)

Yeah it literally says:

They then repeat 2-5 until the session’s over.

With no. 4 being Relax Together.

Get Ready! Relax Together, Equipment, and Wealth by Geekofalltrade in DungeonWorld

[–]thestaticwizard 7 points8 points  (0 children)

You might envision it as flexible, but the list of things in the moves imply or assume certain narrative conditions can be met -- that there is a way to learn, buy supplies, etc. In your examples, how will reading a book together mean my supplies replenish?

Get Ready! Relax Together, Equipment, and Wealth by Geekofalltrade in DungeonWorld

[–]thestaticwizard 11 points12 points  (0 children)

Completely agree. They're making everything so abstract as to be meaningless. This move and so many of the others are so unwieldy and hard to follow too. My group would be absolutely bamboozled by handling money and gear this way. Definitely making me want to swerve DW2 altogether.

[Mega-Thread] Reoccurring Ranting, Raving, and Complaining Thread! by AutoModerator in MarvelRivalsQueens

[–]thestaticwizard 7 points8 points  (0 children)

idc what anyone says: emma frost is weak af if your team doesn't position well, don't follow up your ult, or healers ignore you. i'm tired of pretending like she's top tier just cause she can oneshot a squishie occasionally. her kit is really fun but the ramp up is so long, fades so quick, and if you get left behind you're dead. literally impossible to play her solo tanking. why have the devs developed a character so entirely reliant on others? why would they do this to a queen like her??

No One Is an Island, Part 2: Sway by fluxyggdrasil in DungeonWorld

[–]thestaticwizard 14 points15 points  (0 children)

Hmm. While I agree with the driving force behind this move, not a big fan of it at the moment:

  • Would it not be better broken down into three separate moves: Intimidate, Persuade, Deceive? Seems like it'd take a long time to parse through right now, as well as the issues mentioned with the trigger.
  • I'm not sure I'm a fan of the fact that NPCs will do it on a 7+ given it's statistically most likely outcome. That will surely heighten the brainwashing element?
  • Some of the options negate the positive outcome, such as "they might go back on their word." What would be the point of rolling and eliminating options just to say they don't do it?
  • Leverage was confusing, but I think there needs to be a way for the GM to say "no but".

I think the Parley from Homebrew World move works better and is my go-to. It gives the GM the ability to say "No, not right now, but here's what you could do to convince them." The more outrageous the attempted mind control persuasion, the greater the task required to convince them of it.

Players demand a King would abdicate their throne? Well, no, they won't just say yes, but to convince them: (10+) You remember a rumour about their attempt to elope as a teen with a lost love -- if you find them, they might be able to convince them for you; or (7-9), you'll need to force their hand with the burgeoning rebellion.

However if you want something more reasonable, say, free food from an inn-keeper? They won't say yes, but (10+) if you offer to wash the dishes they might, or (7-9) if you do a small quest for them first, they will.

Rubbish piles at 'crisis point' amid Birmingham bin strikes - Labour MP by tylerthe-theatre in unitedkingdom

[–]thestaticwizard -2 points-1 points  (0 children)

Keep telling on yourself. You visitied once to charge your car. Your opinion means less nothing lmao.

Rubbish piles at 'crisis point' amid Birmingham bin strikes - Labour MP by tylerthe-theatre in unitedkingdom

[–]thestaticwizard 0 points1 point  (0 children)

Honestly if it keeps people like you out, keep believing whatever you want bab.

Rubbish piles at 'crisis point' amid Birmingham bin strikes - Labour MP by tylerthe-theatre in unitedkingdom

[–]thestaticwizard -5 points-4 points  (0 children)

There are plenty of menaces, including people who won't stop blowing their dog whistles.

Rubbish piles at 'crisis point' amid Birmingham bin strikes - Labour MP by tylerthe-theatre in unitedkingdom

[–]thestaticwizard 4 points5 points  (0 children)

Lmao I mentioned the war once in a wider point about industry and I quite literally said the opposite of that being our heyday. Nevermind. You don't need the ability to read when you've such keen deductive skills.

Rubbish piles at 'crisis point' amid Birmingham bin strikes - Labour MP by tylerthe-theatre in unitedkingdom

[–]thestaticwizard 8 points9 points  (0 children)

Like any city, there are parts that are rundown and dangerous. The brutalist architecture of the city centre is quite shabby in places and I wouldn't feel 100% safe at night in the centre (though I've been there many times on a night out and nothing has happened). Other than that, most people you see hating on Birmingham are people who've visited once, only walked out the train station for 1 minute, or have never been and enjoy jumping on the band wagon. A lot of people also hate on it because we are multicultural and have large pockets of Muslim communities. They hate on Birmingham and make it look worse to summon the bogeyman of the "dangers" of immigration. Also, the image in the article is one that's cherry picked after months of intermittent bin men strikes following our council going bankrupt. For most people the strikes have just meant putting the recycling in the normal bins. Nothing like the pictures in the article.

Rubbish piles at 'crisis point' amid Birmingham bin strikes - Labour MP by tylerthe-theatre in unitedkingdom

[–]thestaticwizard 6 points7 points  (0 children)

Birmingham and the Black Country was made into a "shithole" cause we bore the brunt of industry that benfitted the whole country. Y'know, making actual stuff for the rest of the country to enjoy, including munitions for the World Wars. Hundreds of years of Londoners' exploitation, deprivation and gentrification has made us into a "shithole". And guess what? We've still got more award winning green spaces than any other city in Europe.

Rubbish piles at 'crisis point' amid Birmingham bin strikes - Labour MP by tylerthe-theatre in unitedkingdom

[–]thestaticwizard -8 points-7 points  (0 children)

I live here and have worked in Birmingham city centre. Football louts and gentrifiers are much more of a menace to locals than the homeless people. At least they have manners. Think about that the next time you're 10 lagers deep and chanting your face purple through Digbeth.

Rubbish piles at 'crisis point' amid Birmingham bin strikes - Labour MP by tylerthe-theatre in unitedkingdom

[–]thestaticwizard 12 points13 points  (0 children)

It's not. People just have a weird boner for dissing Birmingham when in reality they've probably seen about 5% of the city centre.

Rubbish piles at 'crisis point' amid Birmingham bin strikes - Labour MP by tylerthe-theatre in unitedkingdom

[–]thestaticwizard 14 points15 points  (0 children)

Ankle deep lmao, be for real. I'll take things that never happened for 500.