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Antti Lusila
103 followers -
Shaper, maker, modeller, gamer.
Shaper, maker, modeller, gamer.

103 followers
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In Tracon Hitpoint, listening to interesting topics!
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If running a game in an existing world eg. Faerun, how would you handle Last breath? Is it Kelemvor that comes for you, god/demon lord/whatever you worship, or angel/servant of a former one?

I've had thoughts of changing Last Breath, but I think there's much fun to be missed by that. Perhaps an addition to it could work better; a dying character sincerely promising/swearing something could give +1 to +3 bonus to roll; GM decides the bonus depending on how big the wov is. Partial success means death/the deity gives it a twist or extra challenge, meaning GM already has an idea to build on. Even failure could give the character some extra time if he wovs to accomplish a specific goal, after which another Last Breath could be made, perhaps even with a bonus, depending how satisfied the reaper is. Thoughts?

I've been thinking about using skill levels in PbtA games as a major way of advancement. I like the general idea that you are well capable of doing things your career/archetype is supposed to be doing well, but only gain minor success when doing something that really isn't part of the character's "skillset" (you are unskilled in that area).

Now, if with an advancement you could take part of that character's skillset and advance it to expert level. An expert in stealth could easily sneak through an enemy camp in standard readiness. The gm could ask for a roll but mainly to present complications to the situation on fail and present extra benefits for a risk - sneaking would still be generally successful.

An expert swordsman could manage 2 skilled opponents quite easily, 3 might require a roll, depending on circumstances. A Master (or Grandmaster, highest level) cuts through a group of skilled opponents with little difficulty. To defeat an opponent of higher skill, you need to do something special, going toe-to-toe makes you realize you are hopelessly outmatched unless you can create some good leverage for yourself.

There's a few things I'm not sure how to handle; first, how should combats against unconventional opponents (mainly monsters) be handled? A master swordsman should do better against a giant than your standard trained fighter, but wouldn't have as huge advantage as against a human opponent. Just some extra defy danger (etc) -rolls to avoid dangers presented by the monster, suffer less drawbacks from combat?

Maybe some skill levels in-between might be needed too, as becoming very competent in something is quite powerful. Presented by 1/session post-roll +1 in the skill (Skilled+ in swordsmanship)

Also, combat skills of various careers are also something a bit vague, and should perhaps be looked at case-by-case -basis. I guess any non-bookworm heroes (in a heroic setting) should be skilled in unarmed combat, thieves with a knife and another fitting weapon etc. Competence could also be offset by unfamiliar armor, and new competencies could be gained/old ones expanded in fiction.

So, what do you think of this? Can you see any other complications/drawbacks? Probably wouldn't work in AW or other setting where you're struggling to survive, but both in reality and in fiction there's people on completely different level of competence in various skills.

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A lovely piece of art about roleplaying!
Very cool piece by artist Jason Thompson.
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Wow.
Sunset in Taiga forest #Lapland ......by Wimme Saari 
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Has anyone thought of combining PbtA with Savage World? I run Savage World for a few years and while I like the system, I didn't find it all that fast and furious that I hoped. Now I'm very excited about PbtA and how it runs, but I really like a lot of the Savage settings there exists. Trying to avoid excessive amount of work converting settings into PbtA, I'm trying to think if there's a simple way to use Savage stuff in a PbtA game (eg. Simple World). So, if you'd like to run a Pirates of the Spanish Main -game, you could look at the archetypes, select a few edges and convert them to work with PbtA rules (perhaps on the fly).

Any thoughts?

Ok, I've got a short starting session with Dungeon World behind me now, and liked it enough to buy the book! I got past my hitpoints issue after realizing they don't increase when levelling, and work more like RuneQuest's hitpoints; I got it that a strong hit could cause lasting or permanent injuries or being knocked out. It's really easy to hack, eg. rolling double 1's could be ruled to increase damage by +d6 or cause direct effect, making even minor opponents potentially big threat - as well as perhaps maxing damage on double 6's - I love rules for fumbling and crits!

What's interesting, I've never liked having races as Classes, but now when I look at DW classes, I miss thinks like night vision and figure that races might work better as Playbooks in DW, but with stronger 'multiclassing' option. What kind on opinions you have on Elf/Dwarf/Halfling on DTRPG? How Tolkien-like they are? (planning to run some Middle Earth some day).

Two more thins I'm curious about how everyone's using the system - Do you use Positive moves (e.g. an ally arrives to save the day)? If you do, do you have a special condition for it?

What kind of invulnerabilities/special defenses do you use for tougher monsters, other than fear/reach/need to climb to damage bigger ones? Do you often pick some details from D&D? Eg. Iron Golem’s Metal -tag, do you think it gives the normal weapon and magic immunities to Iron Golem? How do you handle Vampires and Weres? I’d love to hear some examples!

There's Dungeon World codex for monsters, but is there any place for basic location types as threats (eg. basic Dark forest, Haunted mansion, Northern route, Desert trade route etc.) for quick use? Place for gathering Villainous opponents and complicated event-chains (Threats that build into something bad as a sum of events, misunderstandings, villain manipulation etc.) would also be cool thing to have :)

Audio has become an important part in my games. I'd like to hear your opinions about audio equipment that work well for this. I guess most larger speakers work well for this purpose, but as I often run games in places other than my home, I've started to use a bluetooth speaker. But, to my annoyment, some low sounds like Deep Rumble ( http://tabletopaudio.com/custom_sp.html > Sounds menu > Starship) can't be heard at all. I've got TDK Trek Max A34; I've tried some others, which play the sound, but with annoying cracks now and then.

In addition, some sounds would need two separate speakers to create 3d-effect. Plus, sometimes I go to run games by bike or bus, and with books, terrains, miniatures, notes, pens, dice, snacks and everything, small size/little weight would really be a plus. I don't think long battery life is that important though.

I guess many GM's here have similar requirements. What kind of speakers do you use if you use portable ones, have you found any that fit the above requirements, preferably not costing astronomical sums?

When you run a PbtA game, how much stuff you prepare, how much you wing and how much you you prompt from the players? Both important plot stuff and details? And for context, what ruleset/type of game?

As a PbtA rookie, I'm still trying to find best practices, and am currently running Uncharted Worlds. I think of a general plotline beforehand, but try to let the game run freely & improvise, and have been prompting way less I believe I should, so my games use perhaps 50%/45%/5%. But I've already discovered that when I prompt stuff from players, it tends to create an element of moderate or high importance to the game, although the effect tends to have bigger impact in the next session, where I've had time to ponder it a bit.

Speaking of preparation, how do you think of puzzles in PbtA games compared to 'more traditional' ones?
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