Madness!

Madness!

Madness! A player attacked the party today in session and we were a bit flummoxed for running PVP. We mixed PC action and monster reaction in a way that I’m not totally satisfied with (we even nabbed trading conditions from Monster Hearts!). So we were all sort of surprised, and decided to run him off rather than kill him, but the player assured us that he’ll be coming back. Now we’re all big kids and can let the narrative lead the action, but I would like to know if anyone has any really good PVP rules that they tack on to DW.

24 thoughts on “Madness!”

  1. No system in place so its a bit messy; but what i have my players do is both defy danger instead of hack in slash or Volley; who ever defyied danger succesfull can rollplay themselves dodging the blow and trading there own damage to the target; mixing in the same rules of hack and slash/ vollley as if they rolled both in a single shot. 

  2. Yeah, that’s kind of what we did, hack and Slash followed by defy danger back and forth as it seemed narratively appropriate. The flow wasn’t great, so I’m looking for something more fun.

  3. Yeah see we didn’t follow by defy danger; we only made a single roll to role play a short scene for both sides; whoever had the greater number avoided danger and dealt damage. Made it faster and more fluent. 

    FOr example

    Alnoon (Fighter) Rolls 2d6+3 defy danger and gets an 11.

    Ramzack (Barabrain) Rolls 2d6+3 defy danger and gets a 12.

    The Knigth now roleplays attempting to attack and missing,blocking,or whatever. The Barbarain player then takes over the scene at the place of the dodge and tells us what he did; (Should be approriate to damage dealt). 

  4. Hmm how about both sides roll hack and slash. Highest roll wins and applies their result accordingly. If the highest roll was 7-9 both sides take damage. If the highest roll is a 6- then the GM can make a hard move against both. 

  5. We went with whoever starts it rolls hack and slash but the defender can choose to interfere. After that the victim gets a chance to respond. It went very fast with lots of 7-9 causing them both to take damage.

  6. Casey is right; pretty quick with the 7-9s; still a hassle til something is perfected. happy to hear you dealt with in house player attacks and it went well; I try to avoid pvp among the players; unless they can agree its purely for fun, no killing or someone being a dick. 

  7. Might be a dumb idea, but how about each player rolling 1d6 and adding the scores together? Player 1 succeeds 1-3, succeeds but 4-6, Player 2 succeeds but 7-9, and succeeds 10-12. You’d have to reverse Player 1’s modifier (if they have any) but I don’t really see any other problem. ie P1 attacks P2, and P1 rolls a d6 getting a 1, P2 rolls a d6 getting a 5, giving a 6 overall, so P1 succeeds but… It seems like a way to make them both really involved and resolving the issue quickly while also being fair. There may be some other traps I haven’t thought of though…

  8. I’ve seen this written about before (never encountered it) and many people (incl. Chris above) suggest hack/slash with aid/interfere as the fiction dictates. If you dig into the narrative, actions won’t be simultaneous attacks but you’ll have an instigator and a responder. Figuring that out will trigger the appropriate moves. Rinse and repeat.

  9. Proposition:

    When you attack a player in melee, roll+Str. On a 10+, you deal your damage to the enemy and keep momentum for the next exchange. At your option, you may choose to do +1d6 damage but they gain momentum. On a 7–9, you deal your damage to the enemy and they gain momentum. The opposition may Interfere with the roll as normal. Whoever has momentum rolls for the next exchange.

  10. I took an approach similar to RidersOfRohan: 

    When you’re responding to an unwanted action by a PC, describe how you’re doing it. If you’re…

    – overpowering them with physical might, roll+STR+Hx 

    – relying on speed or agility to avoid the outcome, roll+DEX+Hx

    – trusting your mettle to see you through, roll+CON+Hx

    – devising a cunning solution, roll+INT+Hx 

    – letting your strength of will shield you, roll+WIS+Hx

    – using social manipulation to dissuade them, roll+CHA+Hx

    On a 7-9, you [b]avoid[/b] their action. On a 10+, also describe your response.

    Here Hx represents your bond with the PC. They then do the same creating a back-and-forth volley of rolls until someone fails their roll or stops fighting back.

  11. The active player rolls H&S or Volley

    — On 10+ he does his damage and stays the active player.

    — On 7-9 he does his damage but the target player chooses the complication, which may be damage to the active player. The target player becomes the active player.

    — On 6- the target player may choose to do his damage to the active player. The target player becomes the active player.

    Repeat until there is reason to stop.

    Note that only the current active player rolls dice!

Comments are closed.