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<blockquote data-quote="Manbearcat" data-source="post: 7907442" data-attributes="member: 6696971"><p>[USER=31465]@Nebulous[/USER]</p><p></p><p>I don’t know about Rolld20, but DW is trivially run online via Skype (I’ve done it aplenty with friends afar).</p><p></p><p>[USER=42040]@Retreater[/USER]</p><p></p><p>How about this?</p><p></p><p>How about you briefly outline a singular moment of your game’s play (the situation framing > move resolution > outcome > subsequent framing) for each of:</p><p></p><ul> <li data-xf-list-type="ul">Undertake a Perilous Joirney</li> <li data-xf-list-type="ul">Parley</li> <li data-xf-list-type="ul">Combat</li> </ul><p></p><p>It should be easy enough to work-shop what is going awry and how to improve your experience.</p><p></p><p>Also, broadly regarding combat:</p><p></p><p>1) Don’t be afraid to inflate numbers from stock monsters a bit as they progress (there is a site that has some truly awesome and interesting monsters out there). Truly brutal enemies should reflect that.</p><p></p><p>2) Navigating the danger of ranged enemies and those with significant reach advantage is a big thing in DW combat. Make it a thing.</p><p></p><p>3) Make control a thing. Make liberal use of the Forceful tag.</p><p></p><p>4) Leverage the environment. Obstacles should be used regularly to hamper PCs and also as things they can leverage themselves. Volcanic vents should ignore armor, sucking quicksand should require finesse and mental acuity to manage (the harder you struggle, the quicker you sink), etc.</p><p></p><p>5) Plenty of things (spells and even mundane things) should attack the emotions and the mind (perhaps pulling on hard memories where they’ll have to Defy Danger Charisma).</p><p></p><p>6) Ignore Armor + multiple enemies + debilities + take -1 forward.</p><p></p><p></p><p>Use all of these in concert to make combat compelling and filled with varying decision-points.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7907442, member: 6696971"] [USER=31465]@Nebulous[/USER] I don’t know about Rolld20, but DW is trivially run online via Skype (I’ve done it aplenty with friends afar). [USER=42040]@Retreater[/USER] How about this? How about you briefly outline a singular moment of your game’s play (the situation framing > move resolution > outcome > subsequent framing) for each of: [LIST] [*]Undertake a Perilous Joirney [*]Parley [*]Combat [/LIST] It should be easy enough to work-shop what is going awry and how to improve your experience. Also, broadly regarding combat: 1) Don’t be afraid to inflate numbers from stock monsters a bit as they progress (there is a site that has some truly awesome and interesting monsters out there). Truly brutal enemies should reflect that. 2) Navigating the danger of ranged enemies and those with significant reach advantage is a big thing in DW combat. Make it a thing. 3) Make control a thing. Make liberal use of the Forceful tag. 4) Leverage the environment. Obstacles should be used regularly to hamper PCs and also as things they can leverage themselves. Volcanic vents should ignore armor, sucking quicksand should require finesse and mental acuity to manage (the harder you struggle, the quicker you sink), etc. 5) Plenty of things (spells and even mundane things) should attack the emotions and the mind (perhaps pulling on hard memories where they’ll have to Defy Danger Charisma). 6) Ignore Armor + multiple enemies + debilities + take -1 forward. Use all of these in concert to make combat compelling and filled with varying decision-points. [/QUOTE]
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