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    Why do RPGs have rules?

    Thanks. I think that answers my question about using sensible actions to shift probability curves in your favor: it probably would involve "taking a +N forward" to some subset of possible actions governed by tags. E.g. luring enemies into quicksand to impose an Immobile tag, and then using your...
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    Would You Rather Maintain Campaign Theme or Win?

    In this context there's an important difference between the player's metagame decision at chargen time to build or not build a character capable of spamming Stun, vs. the character's decision (as roleplayed by the player from the character's perspective) at game time to take advantage of their...
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    Why do RPGs have rules?

    Yeah, that's what I suspected. Thanks for confirming.
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    Why do RPGs have rules?

    It's not completely clear but to me that sounds like "no, taking actions to set things up and shift probability curves in your favor is not a thing in Dungeon World." If so that's an example of the cost you pay in lost detail.
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    Would You Rather Maintain Campaign Theme or Win?

    Wait, so this is about the player's decisions at chargen, not the character's decisions in the game? Or both? ("Spamming" is a gametime decision, not a chargen activity.) I have enough powergamer in me that I find powerful and legal but unthematic options both tempting and stressful. (Warlock 2...
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    Why do RPGs have rules?

    Sincere question to anybody knowledgeable: does Dungeon World even have the concept of modifiers to probability distributions? Simple example: in 5E, if your AC and to-hit are better than the enemy's, it's advantageous to impose disadvantage on both sides (e.g. by dropping prone in an archery...
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    Would You Rather Maintain Campaign Theme or Win?

    If I can cast it using wizardly means, then it's wizardly enough for me. I would have no thematic concerns as a PC about Stun, only tactical concerns about which is more cost-effective. As a player or a GM I might have thematic game-design concerns about whether Stun ought to be a low-level...
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    Guardians of the Galaxy Volume 3

    Even before that, the problem with the "oh no we flushed out Ravager suits out the airlock" is that they had no reason to be wearing the inferior Ravager suits in the first place. The fact that it comes back to bite them a second time in the same movie is just, facepalm.
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    Guardians of the Galaxy Volume 3

    The first Thor movie has a villain so underdeveloped that I literally cannot even remember if there is one. It might be Thor's own vanity, except... if so, I don't remember it being vanquished or anything. AFAIR there's nothing specific that leads to Thor becoming "worthy" to go home. It just...
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    Guardians of the Galaxy Volume 3

    Every single Guardians movie has someone almost die or actually die due to vacuum exposure. Both Peter and Rocket have specialized, lightweight equipment to help them deal with this hazard. After Yondu's death in Guardians 2 due to the Guardians having one too few of Rocket's aero-rigs...
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    AD&D 2E On AD&D 2E

    To be fair, the Warhammer guy can easily switch weapons to a longbow or two-handed sword, which will approximately double his damage against large monsters. And his job isn't necessarily to do damage anyway; even if he just acts as an AC 3ish bodyguard for an artillery wizard he's bringing a lot...
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    Guardians of the Galaxy Volume 3

    I noticed several plot holes, including the inexplicable absence of both Rocket's aero-rigs from Guardians 2 and Quill's space helmet from Guardians 1, timeline issues with Knowhere conveniently traveling vast distances that took most of 48 hours for the others to travel earlier in the movie...
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    How To Teach New DMs (Dungeon crawling, etc.)

    Good point about in medias res, but our hypothetical new GM will still need to run the actual hexcrawl at some point. He needs to know that hexcrawls have action measured in hours or days, not minutes; someone needs to tell him what to do when players say "I go north". How far north? Where do I...
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    Why do RPGs have rules?

    Okay, then I guess you have three choices when you GM: extrapolate based on rulebooks instead of FKR-style, determine randomly (e.g. DC = d20+prof), or choose based on some other agenda like sexual attraction or dramatism. I have four choices: reasonable guess, rulebook extrapolation, arbitrary...
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    How To Teach New DMs (Dungeon crawling, etc.)

    But what would you do to teach a new DM how to actually do these things? Say I'm a new DM. I read your advice: Grab a map. Randomly generate points of interest. Drop in a starter town. Go. I grab a map of the Rocky Mountains. I, uh, draw some dragon lairs on the map and an obelisk 50 miles high...
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    Why do RPGs have rules?

    Oh, okay, I guess I misunderstood that paragraph. :)
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    Why do RPGs have rules?

    Repeating a non sequitur doesn't make it more true. That last bit of your post relies on the non sequitur--and here you're adding another fallacy in the form of a false dichotomy! Since when does not being a one-in-a-million Army Ranger make me someone who has "no knowledge at all about traps...
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    How To Teach New DMs (Dungeon crawling, etc.)

    Yeah, "busy" maps is the exception I had in mind when I wrote "generally a mistake" instead of "always a mistake." I agree that sometimes it's better to be terse.
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    How To Teach New DMs (Dungeon crawling, etc.)

    Well, if you were a new player, would you take offense to any of the suggestions that have been written in this thread or will be written? Your commentary would be useful, if you'd like to offer any.
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    How To Teach New DMs (Dungeon crawling, etc.)

    I would like this thread to focus more on teaching new DMs how to run the game, and not just on how to prep a dungeon. Edit: ninja'ed by Lanefan!
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