Monday, January 22, 2018

A Change in Bonds

In pbp, DW and other Apocalypse World Engine games tend to die with Bonds. So the idea I randomly had is to reconstruct how Bonds work.

Firstly, there's a bit of inconsistency with the DW Core rule:
Fill in the name of one of your companions in at least one
and Class Warfare, which specifies each Archetype as having a set number of bonds.
Personally I don't really like either rule--because I don't get the logic--and there's that problem about PbP games I mentioned. So I propose the following Caveat:
  • Players get bonds equal to Level+CHA (minimum 1) which they can come up with in play. (this becomes part of the Level Up move)
  • Other than your Level+CHA you have no restriction on how many bonds you can spend on one subject.
  • Players are not initially restricted to bonds specified for their Playbook/Class Warfare build, so long as they write their own build in a way that fits the concept. OF course in order to preserve what I assume DW intended as balance, fitting the concept is subject to the group's collective opinion.
  • Players may spend bonds on the world representing events that have happened in game. (that's right, I like the idea of players being more and more connected to the world in a statistical way.)
  • If it exceeds +CHA or +1 per 100 coins spent, they can use it in relevant situations.
The reason for explicitly stating you can spend any number of bonds you want on the same subject is because I've never explicitly seen it stated (though rules implied) and I've never played in a group that used more than one bond on an individual. The last bullet point is for situations that come up a lot in my game where the players saved a town from a massive horde, and they get amnesty/favors returned/wenches.

Wednesday, January 17, 2018

Abstracting Coins

Someone on reddit made me think about not keeping up with specific amounts of coins. They thought of using coins as a sort of +Wealth. The values I thought of for +Wealth were as follows:

+3: A chest of riches
+2: A giant sack of loot
+1: A few coin purses
+0: A small purse
-1: Some dusty old coppers.

You could give them a wt. score equal to their respective score. Then instead of specifying an amount, you can let players lower their +Wealth by one or more to get a bonus to a Carouse, Parley, Recruit, or Supply roll.

For Carouse, sacrifice 1 point to get the full bonus associated with the old level of wealth
For Parley or Supply roll Wealth as noted below
For Recruit you only sacrifice Wealth if their Cost is Money. Otherwise roll Wealth as noted below

If you have them roll +Wealth, use the following results

10+: They get the thing without lowering their wealth or having another incident
7-9: They get the thing but pick one:
  • take -1 wealth
  • the item is contraband, inferior, or stolen
6-: They get the thing and
  • Lose 2 wealth 
  • Just kidding, they don't get the thing, but lose -1 wealth anyway (such as by a finder's fee, a local ordinance levying fines against the intended purchase, and so on)
  • must do a favor for the seller
  • must steal the item

Abstract Warrants
So you've done something against the law, or something that pissed off the powers that be, but might not have been against the actual law... Whenever you have this sort of charges against you if a bounty is to be levied you need to know how many points of wealth you need to even be able to make a roll to pay off any bounty, or fine The list below is a start but is by no means complete:

+0: Minor Assault, Petty theft, Negligence
+1: Battery, Burglary, unarmed Robbery, Swindling
+2: Manslaughter, Impersonating a higher social status, Lewd Behavior
+3: Murder, Theft of extremely valuable property (such as a horse, or the keys and deed to a house), Rape

Weight and Loot
The +Wealth level of  whatever you have for positive values also corresponds to its weight. For the purposes of load, Wealth from 0 to 3 has Load 1 per point, while -1 has Load of .1.

Starting with Abstract Loot
Characters whose playbooks canonically suggest they have any coins (up to about 50 or so) should start with +0.

If they're playing something custom like a Class Warfare build or unofficial playbook that gives them up to 100 coins, they can start with +1 (300=+2, 900=+3). 

Otherwise they will -1

Gaining Abstract Loot
The easiest abstraction of increasing loot would be the rule of threes
Some Dusty old coppers>A handful of dusty old coppers>A lot of dusty old coppers>
A small purse>Two small purses> Three small purses>
A few coin purses>Several coin purses>Many coinpurses>
A giant sack of loot>Two "">Three ""
From a chest of riches, keeping track further seems futile, but it could be fair to say that 3 chests generates "A small hoard". For the purposes of A Whole Damn Army, Resources is increased by 1 point for a small hoard. Beyond that, each additional larger size (Medium, Large, Huge) is an additional Resource point.

Steading Prosperity and Abstract Coins
Dirt: This town won't sell you anything worth more than 5 core coins. (-1)
Poor: One person in the town can sell you something up to 25 core coins. (+0)
Moderate: Less than 10 people can sell you up to 100 core coins worth of stuff. (+1)
Wealthy: Any merchant can sell you up to 100 core coins worth of stuff, one can sell you up to 300 coins worth of stuff. (+2)
Rich: Anything of any value is probably here, but in order to preserve magic items, you may find one specific item in such a place if it has been explicitly mentioned in the fiction. (+3)

Real Estate
A Cottage is 500 coins in the core rules. As per Gaining Abstract Loot, it takes 3 units of a wealth level to move up to the next. As per the starting rules, it takes either A giant sack of loot, + 2 chests of riches, or simply reducing Wealth by 2 points to just buy a cottage. For simplicity, I'll just say how much the party's total wealth needs to be reduced to purchase a particular housing unit

House/Land     Wealth Reduction total         Upkeep
Hovel          A small purse                  N/A
Cottage        2 chests                       a small coinpurse
House          8 chests and a giant sack      a few coinpurses
Mansion        166 chests and 2 giant sacks   1 chest, 2 giant sacks
Keep           250 chests                     2 chests, 2 giant sacks
Castle         833 chests and a giant sack    8 chests, 1 giant sack
Grand Castle   3,334 chests                   33 chests, 1 giant sack

Upkeep
1% upkeep may be difficult to track with this system. so we match 5 coins (the upkeep on a 500 coin cottage) to a small coinpurse. Since that's 1% of 2 chests, we go from there

Haggling
A group of adventurers can pool their resources, and negotiate with Charisma, reducing the price accordingly. The highest charisma score can reduce the cost of the real estate by the Upkeep per point of Charisma, rounded up to the biggest unit (e.g. 8 to 18 small coinpurses for a cottage, 16 to 36 chests for a mansion, 272 to 612 chests for a Grand Castle). It's up to the GM whether this in turn reduces the upkeep based on the haggled price as well. 


Wednesday, December 27, 2017

A Whole Damn Army Simplified

I have discovered a shortcut for making Group/Horde monsters into A Whole Damn Army of its own
If two questions would grant the same tag don’t worry about it. If you like you can adjust damage or HP by 2 to reflect the tag that would be repeated, but it’s not necessary.
What I'm about to tell you is strictly not RAW... but it is simple. You ready for it? Here Goes:
Take any Core example monster of Horde or Group organization sizes and add 1 instance of Uncanny Endurance (+4 HP) for every multiple of the party's number. So a party of 4-5 members fights a horde of 50 whatever as if it had 10-12 levels of Uncanny Endurance.

If they number more than 50 or so, you should probably also add Huge since a platoon is roughly 4 squads of 10. That and 50 people probably don't fit into a house. This addition is optional though.

For the purposes of Damage From Multiple Creatures, add +1 per Uncanny Endurance (equal to +1 per multiple of the party's population) rather than one per individual monster. If the party has allies that make the ratio smaller, don't increase damage as much as normal (to reflect the fact that some of the damage goes to the players' allies). So for example, in the above 10-12 levels of uncanny endurance, the party would take the full +(levels) of damage if they were the only combatants. If they had 20 allies though, the ratio is 2/5 so players would take +4 damage instead of +12.

Saturday, October 21, 2017

Disclaimer

Sorry about this vent post, I don't really expect anything out of it.

I have noticed that some of the DW crowd seems to think I have wrongbadfun with the system. In a way, they're not wrong, but also they're not right. Because DW is what you make it. Quite honestly, sometimes I get an idea or remember something from another game, and I duplicate that thing faithfully from the other game, with the intention of emulating its intent within the other game, even if I have to disregard DW precepts to do it. 

This is my prerogative as the holder of the account(s) where I make the respective post(s). 
This is my prerogative as the person who runs DW games for my friends and acquaintances on chat servers, forums, and so on. When you run a game for me, you choose what goes into it, and I work collectively with the group to decide (or to use a more apt phrase, "find out") what comes out of it.
Just because you can do something a certain way, doesn't mean I want to as well, and if I don't, no amount of explanation on your part will change that.
This applies to any monster, item, rule, or hack I make with the system.
This applies to the terminology I choose to convey the idea.
This applies to the system itself as stated by the owners who made it.
I can take advice, but be warned, some of it will go unheeded, and I'm not required to explain why.

Saturday, July 8, 2017

A Whole Damn Army: Taxation and Upkeep

So I saw the following in Dungeon World

A hovel
20 coins
A cottage
500 coins
A house
2,500 coins
A mansion
50,000 coins
A keep
75,000 coins
A castle
250,000 coins
A grand castle
1,000,000 coins
A month’s upkeep
1% of the cost

Given how much I've written about A Whole Damn Army there's probably enough there to make some assumptions about what kind of fees are charged by legitimate road authorities, and The King's Tax Collectors. A good baseline is that the highest ranking feudal figure in the settlement's home determines the monthly tax based on a value roughly twice the amount of a month's upkeep (so a city supporting "A Grand Castle" has up to 20,000 coins in its coffers.) 

Resources
This article suggests that a "An orc warchief’s tribute” is reasonably 1 point of Resources." and that each extra point of resources is an order of magnitude (roughly a factor of 10). That means the Grand Castle settlement is worth ~3 Resource, the Keep or Castle settlements are worth 2, and the Mansion at 1000 coins is worth 1 Resource.

Taxation and Population
If we assume the majority of a population lives in cottages, and half of the upkeep is taxation, that amounts to a tax of 3 coins per person.  This means "A Grand Castle" needs a supporting population around 7,000 (6,666 to be more specific), a Castle needs around 900 (call it a thousand), a Keep needs 250, and a mansion 200. So...

A Village is less than 200 people
A Town could reasonably be 200-500
A Keep is probably 500-1000
A City is 1-10,000, with the largest medieval city ever being no more than a million or so (It would take less than 50,000 to make "A dragon's mound of coins")

Wednesday, July 5, 2017

The Messy Tag and You

The rules for the Messy tag, wherever it occurs usually involves something like “it deals damage in a messy way”. Sometimes additional details are included like “it leaves a mess behind—cosmetic property damage, blood and gore, or other bodily produce, or some other kind of mess as appropriate.” There’s a story about the 16 HP dragon from Dungeon Worlds on the internet that suggests the Messy tag could mean dismemberment. Nevertheless, Dungeon Worlds doesn’t make it exceptionally easy to point out what dismemberment actually is or does. The short answer is "Did it happen? Yes. Then it happened." However, that’s massively unsatisfying.

Conditions are Temporary, Semi-Permanent, or Permanent effects that are derived from the unfolding fiction. When you get a Compromise or Failure, the GM may impose a Condition on you as a result of the fictional consequences of your action, or being a victim of the Messy tag, or a specific monster move.

Temporary Conditions usually end after a short period—within a few seconds, minutes or possibly an hour. Typically, Temporary conditions are inflicted by a move that requires the player to Avoid Danger or take the condition. An example would be throwing sand in someone’s eyes.
  • Blinded – You have lost your ability to see properly, possibly as a result of severe trauma. Take -2 ongoing to any actions where sight is a major factor (but doesn’t render the action impossible) until your blindness is treated, or until your normal vision returns.
  • Deafened – You have lost your ability to hear properly, possibly due to extremely loud noises or severe physical trauma. Take -2 ongoing to any actions where sound or vocalization is a major factor until your deafness is treated or hearing returns to normal on its own.
  • Surprised – You cannot act until GM takes a turn with any adversaries.
  • Terrorized – If you fail to Defy Danger vs. the Terrifying Monster Tag, you take -2 ongoing to actions other than fleeing, cowering or Defy Danger until you succeed at Defy. 
  • Knocked Out – If you have been hit by a blackjack or other incapacitating move, but have more than 0 HP, you may be knocked out (depends on Defy Danger with +CON). It takes ~10-Cool minutes of rest to recover Bruises.
Semi-Permanent Conditions could take several hours or possibly even several days to alleviate. In some instances, they may be temporarily treated or removed altogether with the use of medicine and drugs, however. Such a massive concussion from a Compromise that caused temporary blindness
  • Broken Limb – you take -2 to any tasks with the associated limb until it is set and placed in a cast, splint, or sling. After you've been in a cast for a week, roll +CON. On any hit, you take -1 on those same tasks. After the second week, roll +CON again, healing fully on any hit.
  • Exhausted – You are physically spent and your stamina can carry you no further. Get -2 to any actions where physical exertion is a factor until you regain your stamina through the Recover move.
  • Hobbled – Your movement and foot speed has been compromised and you can no longer run, possibly due to severe trauma. Get -2 to any actions where balance and speed are a factor until you take a Recover action.
  • Sick – You are ill. You get -2 to all actions until you Recover.
  • Starving – You are hungry and thirsty. You get -2 to all actions until your hunger is slaked and your thirst quenched. The rule of 3s states you get 3 weeks without food, 3 days without water, or 3 minutes without air.
Permanent Conditions usually don’t go away, although some might be treated with surgery, and anything can be treated with Big Magic if it’s in the game.
  • Lost a Limb – If you fail to Avoid Danger vs. the Messy tag, you lost… something. Could be a limb, eye, equipment, etc. If you do lose a bit of yourself, surgery can restore severed fingers, or broken/crushed bones, or give you a prosthetic. You need magic to restore lost arms to function. You take -2 ongoing on related tasks until you get a prosthetic or the Repair spell. Prosthetics come with their own strengths and weaknesses though (might do a post on those, not sure yet).
  • Lost an Eye – When you lose an eye, you’re temporarily blinded from the shock of the thing, and have virtually zero depth perception when you recover. This gives you -2 ongoing on any ranged attack you make. Perhaps even -1 ongoing on a semi-permanent basis until you’ve had time to grow accustomed to the change in perception. In any case, the loss of an eye requires either magic or high tech to restore function, or an eyepatch or prosthetic eye to restore aesthetic.



Backstab: What I don't like about it and how I "fixed" it.

Let me just say it's not a bad move, but it has a few problems that don't really jive well with my idea of the fiction, and how I think thieves should work. Here's the default rule:
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. *On a 10+ choose two. *On a 7–9 choose one.
  • You don’t get into melee with them
  • You deal your damage+1d6 
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it 
  • Use a bit of gear for another effect that fits within the fiction
What got me even thinking about it in the first place is a player asked me [sic] "would that provide any bonus? sneaking around attacking a creature from its opposite flank? or would it be just the same as running up and punching it in its smug face?" Initially, I couldn't really answer the question, or at least didn't answer it correctly.

I said no, DW doesn't do that per se, your situational bonuses are in moves. But then I read closer "you create an advantage, +1 forward (etc)." Alright, that's all well and good, but they rightly pointed out "surprised and defenseless". So it dawned on me that the onus is upon me to determine every time whether a foe is surprised and/or defenseless, and I thought the way to do that was Defy Danger. I didn't like that.

Next there was "you can choose to deal your damage or roll +Dex", then choose 1-2 options, one of which is damage with a bonus, and a couple others have nothing to do with hitting anyone. So I  removed the redundant option, and wrote the following "replacement" move for use in my games:


Skullduggery

When you engage in tricky underhanded tactics, roll+Something*. *On a 10+ choose 3 different options. *On a 7-9 choose 2.
  • You don’t get into melee with them
  • You deal your damage+1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it(edited)
*Depends on how you describe the tactics.

It removes the need for me as a GM to define if the opponent is surprised (that can be an assumption behind "tricky underhanded tactics", but it doesn't have to be) and make the player roll Defy Danger. It doesn't force the player to strike immediately, and allows them to represent flanking or planning as appropriate with +1 forward. And finally, I prefer "choose 3/choose 2" over "choose 2/choose 1"

Is it broken? Probably, but I thought Backstab was broken in the other way (in being too narrowly defined).