I am not saying I am unable to come up with what the acid spray could do in game, but there are no mechanics attached to it, everything is left up to the DM.I'm not seeing the problem. When the GM is entitled to make a move, then if the fiction includes an ankheg it includes a voracious giant arthropod with an acid spray that eats away metal and flesh. This could inform a a soft move - "The ankheg sprays acid on your armour, which starts to fume and bubble - what do you do?" - or a hard move "The ankheg sprays acid at you, and your sword dissolves away in your hands - what do you do?"
Whether and what sort of move the GM is entitled to make is determined by the general rules of the game.
so I heard, your next statement is not giving me much hope though...Dungeon World is considered at best a mediocre PbtA game
The statblock is rather minimal to me, if you ignore the fluff description. I am also not sure shorter statblocks are an improvement to me.... Here is an Ironsworn one, as far as I am concerned it has the same issues, if anything they are worseGood PbtA games are much clearer (and generally have much more minimal NPC statblocks)
I'm not sure why you need mechanics to tell you what an acid spray that dissolves metal and flesh might do.I am not saying I am unable to come up with what the acid spray could do in game, but there are no mechanics attached to it, everything is left up to the DM.
I am not saying I am unable to come up with what the acid spray could do in game, but there are no mechanics attached to it, everything is left up to the DM.
so I heard, your next statement is not giving me much hope though...
The statblock is rather minimal to me, if you ignore the fluff description. I am also not sure shorter statblocks are an improvement to me.... Here is a Ironsworn one, as far as I am concerned it has the same issues, if anything they are worse
View attachment 296757
Guess this just is not a game / system for me
That Basilisk is much better, because everything on it is on the same level of abstract.Here is a Ironsworn one, as far as I am concerned it has the same issues, if anything they are worse
That is a very possibly right answer, too. Not everything works for everyone, and PbtA just has many things that can rub people the wrong way.Guess this just is not a game / system for me
That is basically what you did in your example, but what the move did was completely made up by you. I also see no moves in its description that describe its behavior, if anything I see a description of its behavior that I then need to figure out how to turn into moves.I found this on p 222 of the Dungeon World rulebook. Whatever the overall merits (many or few) of DW as a RPG, or a PtbA RPG, this at least seems to make it fairly clear how monsters are to be used:
Every monster has moves that describe its behavior and abilities. Just like the normal GM moves, they’re things that you do when there’s a lull in the action or when the players give you a golden opportunity. As with other GM moves they can be hard or soft depending on the circumstances and the move: a move that’s irreversible and immediate is hard, a move that’s impending or easy to counter is soft.
because otherwise I am just making stuff up, not playing a gameI'm not sure why you need mechanics to tell you what an acid spray that dissolves metal and flesh might do.
yes, and then all the rest follows, you determine its Challenge Rating, figure out what that means for its stats, abilities, damage it deals, ...I mean, suppose that you were inventing such mechanics (eg writing up an ankheg for a D&D-ish game) - first you'd need to imagine what the acid spray might do.
more like is all there is...In Dungeon World, that imagining is all you need!
And of BitD-alikes, I'll just mention Spire (and its alternative, Heart), which are lovely (in a tragically doomed way). I don't even like supermagical settings or drow, but there we are.Now I really like Blades in the Dark (which is PbtA adjacent, and a more recent development) as well as Scum and Villany.