Hmm, I wonder, Has anyone done an Animie Hack for DW?  With the highly narrative style it seems ripe for it.

Hmm, I wonder, Has anyone done an Animie Hack for DW?  With the highly narrative style it seems ripe for it.

Hmm, I wonder, Has anyone done an Animie Hack for DW?  With the highly narrative style it seems ripe for it.

Ok, break it down for me.  I have heard that the movie: Indiana Jones: Raider’s of the Lost Arc has tons of examples…

Ok, break it down for me.  I have heard that the movie: Indiana Jones: Raider’s of the Lost Arc has tons of examples…

Ok, break it down for me.  I have heard that the movie: Indiana Jones: Raider’s of the Lost Arc has tons of examples of the 7-9 result on actions.  So, let’s go through it.  I watched it last night.  So tell me, describe the scene and action as if it were in a DW game, what are the 6-,  7-9, and 10+ results?  (Challenge Presented)

I think if we could get a full accounting of the movie it can then be re-ordered and put in chronological order, with some pics from the movie.

So, I have been thinking about an anology that someone made: “I have remarked previously that I feel like D&D is a…

So, I have been thinking about an anology that someone made: “I have remarked previously that I feel like D&D is a…

So, I have been thinking about an anology that someone made: “I have remarked previously that I feel like D&D is a canoe whereas DW is a jet ski.” by Ray Otus

So this is interesting.  I wanted to explore this a bit.  (Really liked the last post I made had 53 comments, so great conversation)

So, how would you slow it down a bit and give room for more development, descriptions, and a deeper roleplaying experience.  I know that the point of DW is to keep driving the characters forward and keep things moving, but just like a movie, we should have some slower spots.

And my game comes up with an insurmountable issue that some players have with the base system and perceptions.

And my game comes up with an insurmountable issue that some players have with the base system and perceptions.

And my game comes up with an insurmountable issue that some players have with the base system and perceptions.

One player, a noted game designer, has the complaint that with the way percentages work, most of the time you are screwed or asked to screw yourself.  His belief is that unless it is a 10+ success you are screwing yourself.  The one example is my Move akin to Volley: 7-9 you choose one of 3 options. 1: run out of ammo, screwed; 2. do less damage: screwed because most of the time you can nullify all your damage, especially when armor is taken into account. 3: Put yourself in danger (which is sometimes damage and sometimes not): Screwed because you are..well.. in danger and likely face damage or other action that can nullify the effectiveness of the attack.

So the whole Move asks you to screw yourself if you do not get a 10+.  I tried to play up the drama aspect and point out from a game design factor that a 10+ means you succeed with out cost but the 7-9 is like most other games where you use some sort of resource or lower your effectiveness, or, or.. it went on.

He understood the Narrative part of it and many games are partially narrative but didn’t understand, especially when you take math into account, how it is fair for the player that it asks you to screw yourself over on a high percentage of the time (10+ being the only result that it doesn’t do so).  I tried pointing out the differences of Soft Move and Hard Move and that when any roll below a 10+ happens it is the only time that I as the GM (other than the golden opportunity) to interject any type of story or complication or that they face any opposition to their actions.  Math was sited a lot.  And I even tried to get past that with the fact that not every roleplaying action triggers a Move and emphasis that “Fiction First” concept.  But to no avail.

Another couple of players hated the Xp system of getting XP on a failure, seeming to think that it is not a bonus but that if he didn’t roll 6s he would fall behind others in Advances and didn’t get it.  My players don’t seem to understand resolving Bonds either.

This has left me very frustrated with the game and running the system.  Yes, I am running a Shadowrun Hack of it but that shouldn’t change the tone of the game that much.  The fundamental concepts of the system are there.

Ahhhh, Frustrated and disheartened.  I have failed to get them to understand the system.  Math took precedence over roleplaying it seemed.

A matter of somatics.

A matter of somatics.

A matter of somatics. 

Recently, I was talking to a player in my Shawdowrun hack for DW.  He has played DW with me previously.  The perception that he had was that the bad guys are very competent. His argument went like this: When ever I miss or don’t make a complete success the bad guys automatically hit.  They seem to have automatic competence in the situation.  They automatically hit.  Now this is only after one session, that I leaned a little too hard on doing damage to them.  I understand his point and tried to explain that they were missing all the time.  That the situation was that when you hit, they miss.  It is a bit of an interesting situation.  I haven’t quite got it across to him yet that each roll or each “Move” is not a single action but sort of like a sequence in a movie, including many different exchanges and an overall slice of the action.  Sigh, I need to spend more time describing things and bringing about more creative solutions.

On that note, I have been having some problems coming up with NPCs or translating NPC concepts over to the system.  It seems simple but what happens when you get an NPC that is faster than the PC, has hyped up reflexes and a better gun.  Or has abilities that are not simple?  The Move system makes some base assumptions and does make it hard to make an NPC that is on par with a PC, sort of like taking an equivalent fighter and putting him up against another fighter.  Or a fighter with superior gear or a better fighting style?

Just having a bit of difficulty with this and with making things happen outside of the normal sequence of things. 

Here is a link to my Shadowrun Hack, still not edited fully or pretty but I think it is complete.  I did not put in…

Here is a link to my Shadowrun Hack, still not edited fully or pretty but I think it is complete.  I did not put in…

Here is a link to my Shadowrun Hack, still not edited fully or pretty but I think it is complete.  I did not put in the spell creation and the Spirit creation rules.  Still thinking on those.

https://drive.google.com/open?id=0B9OfugTvN6OvSW1JcE03RFBUTzA

https://drive.google.com/open?id=0B9OfugTvN6OvSW1JcE03RFBUTzA

So, on Bonds.  How many bonds can a character have?  DW doesn’t seem to give a limit and on a character sheet there…

So, on Bonds.  How many bonds can a character have?  DW doesn’t seem to give a limit and on a character sheet there…

So, on Bonds.  How many bonds can a character have?  DW doesn’t seem to give a limit and on a character sheet there is a varying amount. 

How Many would you do as a limit with another character as well?

Total? and Per Character?

Ok, I am having some interesting problems with the system.  I am running a hack for Shadowrun using the Dungeon…

Ok, I am having some interesting problems with the system.  I am running a hack for Shadowrun using the Dungeon…

Ok, I am having some interesting problems with the system.  I am running a hack for Shadowrun using the Dungeon World mindset.  When I was approching the game, I found 4 different versions of Shadowrun Hacks for DW.  Each had errors and were incomplete in some way, so I took what I thought was the best of them and tried to complete it, but that isn’t my issue.

I have two players that have different issues with the game.

Player A had poor dice luck in the game and ended up failing the roll a good portion of the time.  He got 8 experience from one short game session on it due to rolling 6 or under.  One comment the player had was the he has trouble with a system that you fail 50% of the time: he considered it a failure when he got a 7-9 and I chose to exchange damage with him.  And when I can make a Move, he considered it a failure on his part.  It was hard to explain it to him, definitely used to tactical gaming.

Player B, had the opposite response.  He was playing a stealthy character that spent most of the session sneaking around and didn’t fail at anything, hardly needed to make a role due to no opposition, it didn’t trigger a Move.  So he ended up with just 2 xp in the game.  1 for my end of game and 1 for a single 6 that he got.

Fiction of the situation was a bunch of gangers busted into a store and started threatening people.  Nearly pure combat as they were just there to make havoc and rob the place and didn’t mind killing anyone that got in the way.

Player A was a Mage that had poor Luck, Player B is an Adept that is sneaky and snuck around back and avoided most of the fight.

So here is the problem:  One Player is frustrated in his failure but sees anything I do in response on a 7-9 as a failure and the Other feels that he doesn’t have opportunity to gain the experience points because what he was doing was not triggering Moves.  Jumping on a person that is completely unaware doesn’t require a move.

An Odd mix of both spectrums.  I also needed to come up with more alternatives than Damage on a 7-9 in a firefight.  The bad guys want to control the situation and kill any opposition so I was doing damage more often, so they were exchanging damage a bunch.  So a bit of a failing there on my part.

I recently had a bit of difficulty with 6 players in a Shadowrun hack that I am working on.

I recently had a bit of difficulty with 6 players in a Shadowrun hack that I am working on.

I recently had a bit of difficulty with 6 players in a Shadowrun hack that I am working on. This also with 6+ players on keeping it flowing and providing some equal treatment for the players, so I developed this: (I welcome critique/refining)

Spotlight System for Dungeon World/ Shadow*World

This is a system that I am developing for larger games, generally over 4-5. Up to 8 should be able to use this system fine. I encountered a little difficulty in keeping things flowing and keeping track of who hasn’t gone recently in a large group, basically 6 or more players. So I have come up with the Spotlight terminology. This requires a bit of set up:

Set up tools

· Center Stage Bowl: Large Bowl for holding the Token, this will be called the Center Stage Bowl. When the GM places a player on the spot they are taking center stage and must place their Spotlight Token in the Center Stage Bowl.

· Spotlight Token: This is a coin or token labeled Spotlight. Each player should have only 1. When the GM passes you the Center Stage Bowl and puts the player on the spot, he is center stage and must place his Spotlight Token in the bowl.

· Shared Spotlight Token: This is a secondary token that is given to the players. It is placed volentarily into the bowl when another player has the Center Stage Bowl.

Process of the Game

1. The Game Master describes the scene and then turns to a Player and gives them a Soft Move, asking “What do you do?”, that player is the Spotlighted Character.

2. The Game Master passes the Center Stage Bowl to the Player and they are on the spot with a conflict to be resolved.

3. The Spotlighted Player is the person that is in the Spotlight at this moment. It is his conflict to take care of. So he places his Spotlight Token in the bowl.

4. The Player can ask for a re-iteration of the scene, maybe some details but if he asks much more than that he is using his Spotlight moment to fully examine the scene. Often this is ignoring the action at hand and giving the GM a Golden Opportunity to use a Hard Move or bring a Soft Move into play that could affect another player or affect the Spotlighted Player directly. It is also the Game Master’s opportunity to describe what is going on and have things happen that the player may be unable to stop or need to jump in on.

5. If any other Player is near enough or is a part of the same scene they may toss their Shared Spotlight Token in the Stage Bowl as well. This gives the other player an opportunity to describe how it goes along with the action at hand. Or even defend or help out if the main character that is on the Spotlight. If the other player doesn’t have a Shared Spotlight Token they may put in their Spotlight Token instead and if the Spotlighted Player does not do anything active about the question then the other player takes over the Stage.

6. Once the conflict is resolved, the GM, empties the Center Stage Bowl and will use the narrative to flow to the next logical person, describe more of the action on a personal basis and make another person the Spotlighted Character, passing them the Center Stage Bowl. If they do not have their Spotlight Token they may use their Shared Spotlight Token. If they have neither then the Center Stage may be passed to someone that does and they are taking over.

7. Once all of the Spotlight Tokens from each player are collected they and any Shared Spotlight Tokens are passed back to the players.

8. If a player doesn’t spend their Shared Spotlight Token then they still have it, if they have the retrieve it back at the same time the Spotlight Tokens are passed back.

9. Once all the tokens are back, start back up with one, most likely choosing another person to start, following the narrative but attempting to give everyone a starting Center Stage.

Ok, here are my basic Stats and Basic/Secondary Moves and Races.  I am working on a sort of best of the 4 types. …

Ok, here are my basic Stats and Basic/Secondary Moves and Races.  I am working on a sort of best of the 4 types. …

Originally shared by Matrix Forby

Ok, here are my basic Stats and Basic/Secondary Moves and Races.  I am working on a sort of best of the 4 types.  Still need to create the Dosiers and put in how damage is done, ect.

https://drive.google.com/open?id=0B9OfugTvN6OvRThTcHJ5a1owTVU