Hello, could someone point me to any info explaining why the 12+ result on basic moves was dropped in the transition AW -> DW?
Hello, could someone point me to any info explaining why the 12+ result on basic moves was dropped in the transition…
Hello, could someone point me to any info explaining why the 12+ result on basic moves was dropped in the transition…
To shave off complexity? To encourage you to diversify your stats more? No idea.
They’re still there in a sense – the various classes have specific advanced moves in there – the fighter gets the h&s 12+, the thief gets defy danger, the wizard gets spout lore, etc.
Those sorts of moves exist, they’re just playbook specific. See Hunter’s Prey, Greater Empower, Superior Warrior, Impervious Defender, Evasion, Highly Logical, and The One Who Knocks.
Gah, ninja’d!
Who says it’s shaved off? Make moves, leave blanks.
That is to say, write moves with 12+ results.
My take is that the advanced 12+ results in AW functions as a story arc timer – once people start executing 12+ results, especially on Open Your Brain, the campaign escalates rapidly towards a conclusion (much like Monsterhearts’ Growing Up moves do). DW has levels and a lot more advancement options which provide this campaign progression in a more suitable way for the genre. However, the equivalent mechanics seems like it’d work well for moving the campaign into another “tier”, to use DnD4E lingo, so if you want to mirror that it might be a good option to write 12+ result options for basic moves customized to the characters once they hit certain milestones.
So, of course one is free to add in whatever mods one wants, but is there some reason why crits are bad and were dropped from DW rules? (It seems to me that it would be fun to have outlandishly good or bad outcomes on boxcars or snake eyes.)
very new to RPGs and RPG design, btw
I don’t find these to be particular fun, especially because you can make whatever terrible thing happen on a 6- anyway.
Yeah; Honestly, I think the system as it stands already has, essentially, ‘crits’ and ‘fumbles’ in the form of 10+ and 6-. Also, most of the time, “crit” and “fumble” end up just being strictly mechanical (“You do double damage”) which doesn’t really add anything interesting to a game with DW’s priorities.
Giovanni Lanza Jeremy Strandberg I knew, but I would like to understand why things were designed to became that way during the development of DW. I was expecting somewhere in the forums discussing the developement of DW, the reasoning was discussed.
The theory of Mikael Andersson seems sound, tough there is nothing specifically world shaking in the basic DW moves.
Sage LaTorra and Adam Koebel would know.
In AW they’re unlocked, and similarly in DW they’re unlocked, just in a different way.