Does anyone have any stories of having used Cloudkill in their games?

Does anyone have any stories of having used Cloudkill in their games?

Does anyone have any stories of having used Cloudkill in their games?  As a 7th level spell, it ought to be pretty powerful, but it’s got a lot of obvious drawbacks.  Like that, as written, you have to have something else around also doing damage to get any effect out of it at all.  And that 1d6/target is less than the 2d6 done by the 3rd-level Fireball spell.  And that it seems pretty hard to use without affecting your own party as bad or worse as the bad guys.  And that it costs 7 points to memorize, so if you take it you have to give up, for instance, Dispel Magic and Sleep and Charm Person.

Is it really worth it?  Convince me.

I have been putting some thought into Ritual to try to give it some more structure in play – personally, I find it…

I have been putting some thought into Ritual to try to give it some more structure in play – personally, I find it…

I have been putting some thought into Ritual to try to give it some more structure in play – personally, I find it to be too open-ended and squishy to really feel good to me.  I need a hard edge or two to spur creativity and give it some life.  If you feel similarly, please take a look.  I’d love to get some feedback.  #Wizard #Move

Has anyone written a supplement that adds structure to creating magic items (or ritual effects in general)?

Has anyone written a supplement that adds structure to creating magic items (or ritual effects in general)?

Has anyone written a supplement that adds structure to creating magic items (or ritual effects in general)? The Ritual move itself is an ok start, but it doesn’t provide a lot of guidance for balancing “ok, how steep should the cost be for this particular effect”.

I’m playing the Wizard, and my DM kind of gets a panicky look every time I start talking about doing another Ritual. 🙂

I am pondering running a Cthulhu game.

I am pondering running a Cthulhu game.

I am pondering running a Cthulhu game.  There are two salient facts:  (a) CoC has an awesome setting and awful rules, and (b) I’m currently most familiar with the PbtA engine.  Making a Mythos World hack seems pretty straightforward: rename the stats, steal some moves from Apocalypse World and Dungeon World, figure out what to do with Sanity and Magic, copy the list of skills.  I’m not saying I’ve got it quite all figured out yet, but I think I’ve already got something I could run better than I could run by-the-book CoC. The thing I don’t have is a decent system for money and wealth.  

I know I don’t want everyone to have to know exactly how many dollars they have in their wallet, or in their bank account, or trust fund, or what their annual income is.  And since the broke private investigator and the dilletante heiress are both standard CoC characters, I know I need a system that’s approximately equally easy to use for both.

I’m pretty sure that means the wealth rating has to be logarithmic.  (Just abstracting to “1-barter” like AW doesn’t solve anything if one character feels lucky to have 1 or 2 Money Units, while another has an allowance of thousands.)  For items below your current wealth rating, you can just acquire them without worrying about it.  Items above your current wealth are unavailable, or at least require extraordinary effort.  Items at your current wealth might require a roll, where one of the possible outcomes is that you exhaust your funds and have to reduce your wealth level.

It seems like this is likely to be a common issue across any games set in approximately modern worlds, from steampunk to space opera.  I don’t want to go re-inventing it if someone else has already written it, but I’m far from familiar with the full range of *-World hacks out there.  Is anyone aware of one with a working wealth system?

A couple questions came up in last night’s session:

A couple questions came up in last night’s session:

A couple questions came up in last night’s session:

1) How much should hirelings cost?  The rules mention a hireling’s “number”, and mention that costs could include half a dozen things other than money, but I’m surprised to find no rule of thumb or starting point in the rules (x coins per week per point of skill, or whatever).  Is it there and I can’t find it?  It seems a strange thing to say “you should should just make it up”, when the rules are happy to include prices for all kinds of other adventuring stuff.

2) How do you handle allied NPCs in combat?  I have a couple tagging along with the party who aren’t hirelings, and can’t really be ordered around or plausibly treated as an extension of any particular character.  Strictly speaking, I think, the only time the DM gets a move is when a character fails a roll, but this seems a strange time to describe how the ally is helping.  But I don’t really want to get into playing the ally as an additional PC in the fight, either.  I’m splitting the difference, more or less, by rolling some dice and narrating her actions every once in a while — less often than the PCs so as not to steal the spotlight, but sometimes.  Does anyone have any tricks or rules of thumb for making this play well?

Fantastic Maps posts a ton of awesome maps — most recently a whole series of beautiful (and official!) maps of…

Fantastic Maps posts a ton of awesome maps — most recently a whole series of beautiful (and official!) maps of…

Fantastic Maps posts a ton of awesome maps — most recently a whole series of beautiful (and official!) maps of Westeros.

Originally shared by Fantastic Maps

Braavos!

Here’s the city of canals, with the Titan, Sealord’s Palace, House of Black and White, Brusco’s and the Ragman’s Harbour. You can see some more detail shots over on the blog (http://www.fantasticmaps.com/2013/03/the-free-city-of-braavos/)

© George RR Martin, 2012, used with permission.

#asoiaf   #gameofthrones  

How do you guys play Take Watch?  By the rule, the player only rolls if “something approaches the camp”, but there’s…

How do you guys play Take Watch?  By the rule, the player only rolls if “something approaches the camp”, but there’s…

How do you guys play Take Watch?  By the rule, the player only rolls if “something approaches the camp”, but there’s no advice about how it should be determined if something does.  I guess, by the rules, after the characters decide their watch order and bed down, they players probably look at the DM to hear what happens next, so it’s time for a DM move.  DM decides whether to attack the characters, decides what time of night it happens, then that player rolls Take Watch.

It feels kind of arbitrary, though.  Does anyone use Wandering Monster tables for this?  Or any other, more clever kinds of randomization?

I posted this below on the scrolls thread, but I think the thread was dead by the time I did.  Would love to get…

I posted this below on the scrolls thread, but I think the thread was dead by the time I did.  Would love to get…

I posted this below on the scrolls thread, but I think the thread was dead by the time I did.  Would love to get comment or ideas for improvement, as I’m thinking of using it.  It kind of bothers me that the Thief is the only class that has no multiclass options at all, and something like this is pretty classic.

Thief Advanced Move (2-5):

Sorcerer’s Apprentice

You can use magic items that require arcane ability, such as wands, scrolls, and certain ioun stones.  Tell the DM the downside of your knack, such as:

* You struggle with control, and have a tendency to backfire, hit the wrong target, or burn extra charges.

* Your knack is erratic, and can leave you nauseated and disabled on a miss.

* Your knack is chaotic, produces loud and showy side effects, and occasionally draws the attention of things from beyond.

* You bought your knack from a higher power, who demands occasional payments.

* Your knack depends on an item you stole, and someone wants it back.

* A powerful wizard’s or templar’s guild hunts anyone with your knack.

Concerning the Barbarian:  a player in my game was using the Fighter playbook for a very barbarian-ish character,…

Concerning the Barbarian:  a player in my game was using the Fighter playbook for a very barbarian-ish character,…

Concerning the Barbarian:  a player in my game was using the Fighter playbook for a very barbarian-ish character, and last session we switched over to make him a proper Barbarian.  The player had a few concerns that we decided to play as written for now, but I’d be curious to hear the design rationale:

1. The Barbarian has two less hit points than the Fighter.  My player was disappointed, thinking the Barbarian is supposed to be especially hale and hearty.

2.  The Barbarian’s Load is 4 less than the Fighter and Paladin and 3 less than the Ranger.  I’m not sure how these are figured, but it seems like an unexpectedly large difference, especially since the Barbarian has the option of wearing heavy armour.

3.  “I hadn’t realized that everyone hadn’t leveled up the same time as I had, which brought me to an interesting conundrum with the Barbarian Class as written.  I believe I earned 7XP in one session, far more than anyone else, and I’m right in line to hit 3rd level next session.  Some of them were from stuff that everyone gets, like the session bonus, the notable enemy, boons, etc.  But I had at least two extra avenues for earning XP above anyone else: the Outsider-history-of-my-homeland thing, and the first Advanced Move I chose (What Is Best In Life, if I recall).  I’ve GM’ed enough to recognize an unbalanced, and potentially game-breaking character when I see one.  I love powergaming as much as the next guy, but I’m playing Dungeon World for the story, not for min-maxing.  I’m getting a real kick out of playing Armok, and I like where his story is going, and especially as regards interparty conversations.  But I really don’t want him to completely derail the game, either by simply being overpowering in combat or eating through levels like tic-tacs.”

I suspect the advancement is not quite as game-breaking as he’s afraid, since characters don’t gain as much power on advancement in DW as in D&D, but almost a whole level in one 3-hour session feels like a lot. 

The fact that we play relatively short sessions (2-3 hr) might be part of it, as it changes the balance between how many xp you expect to get from the dice vs the end-of-session move.

Scenario starter:  What else should be on this list?

Scenario starter:  What else should be on this list?

Scenario starter:  What else should be on this list?

Endless, trackless sea of grass

Abandoned temples of the Ancient Race

Lone volcano, cloud-bannered

Caravans on the Opium Road

Tribes twisted, strengthened by blood magic

The colossal corpse of a god, turned to stone

The nearby roar of a lion

A sacred well, haunted by ancient atrocity

Great hunting birds soaring overhead

Give me good ideas and I’ll name a villain after you.  🙂