Question about area weapons and kick some ass

Question about area weapons and kick some ass

Question about area weapons and kick some ass

The question concerns a hunter armed with a Submachine gun (3-harm close area loud reload). He bursts into a room with three mooks in it all armed with 9mm (2-harm close loud) and unloads the clip into the mooks. It’s decided that this is a kick some ass situation, the hunter rolls 7-9 partial success and decides to inflict one point of damage to all three mooks.

The main question is how much damage does he receive back? Does each mook hit him which is a boat load of damage or does he only get hit by one?

I hope the community can help a starting player understand the mechanics of the situation.

Two Monster of the Week Scenarios.

Two Monster of the Week Scenarios.

Two Monster of the Week Scenarios.

Originally shared by Thrythlind aka Luke Green

Gaming one-shot schedule for this August….

Will be running via roll20 and will be broadcasting via Google+ hangouts.

https://www.youtube.com/playlist?list=PL_1EpyP6ogbAq_uTZF13-LMCax98KazdA

https://www.youtube.com/playlist?list=PL_1EpyP6ogbAq_uTZF13-LMCax98KazdA

Question: Should/Could one use this structure to ideally organize a Monster of the Week adventure?

Question: Should/Could one use this structure to ideally organize a Monster of the Week adventure?

Question: Should/Could one use this structure to ideally organize a Monster of the Week adventure?

https://thepsychologyofgaming.wordpress.com/2017/07/21/what-is-a-5-room-dungeon-an-analysis-of-story-structure-part-i/

Ahoy, folks!

Ahoy, folks!

Ahoy, folks!

I’ve been listening to +1 Forward and the Gauntlet podcasts for a while now, but what I’m really wanting to sink my teeth into is a Monster of the Week podcast. I don’t know if such a thing exists, and I’m not looking for an Actual Play cast, I want something more akin to +1 Forward or something where MotW itself is discussed. Alternatively, I’m also looking for more PbtA themed podcasts.

Does anybody have any recommendations? Sorry if I’m blind, but google has not helped me so far!

Ran my first game of MoTW over the weekend, and for the most part we had a great time.

Ran my first game of MoTW over the weekend, and for the most part we had a great time.

Ran my first game of MoTW over the weekend, and for the most part we had a great time. I did however have a couple of issues we ran into that I wasn’t able to resolve in a satisfying way and I’m hoping someone here can clarify some things.

The Mystery I ran involved a motorcycle gang of werewolves who were rampaging across the Nebraska countryside, killing rural farm families and they were ready to graduate to a nearby small town.

My first issue involved the traditional weakness of a werewolf: silver. Once it was revealed that the team was up against a gang of werewolves, they immediately asked me if they had silver bullets and I honestly wasn’t sure, so we floundered in conversation about it for a bit and ultimately decided that they had some, but not many. I’m hoping someone might be able to point out a rule that somehow limits their ability to go “Oh, the monster is __ and it takes __ to kill it? I’ve got that right in my Mary Poppins bag of monster hunting gear!”

I know that in the revised rules under the GEAR section it says that “If you want something that you couldn’t just buy (like a flamethrower,or a magical artifact), or something you don’t have the resources to get, then you need to do something special (like call in a favour, or steal it). Tell the Keeper what you’re doing, and play through the acquisition attempt to see how well it works.” Does this apply to anything that the players couldn’t just go into a store and buy? I’m fine if that’s the intention of the game, but I want to make sure. Based on the tradition of the fiction, if the players are telling me their characters are experienced monster hunters, it’s hard to make the argument that they might have one thing and not another. Are there any rules I’m missing on where to draw the line with this?

The other problem I came up against involved a Wronged Hunter PC who attempted to Use Magic several times. I get that every playbook has access to Use Magic as a basic move (a thing I’m not crazy about personally) and it’s up to the player to explain how what they’re trying to achieve and how they go about doing it. My issue comes with the Keeper Requirements and the fact that they’re things that the Keeper “may” do. Sticking with the first question, let’s say the rules indicate that the players have to locate/make some silver bullets (or anything else that might act as a monster weakness). Does that also apply to “weird materials” or the “tome of magic” used during Use Magic? That feels kind of cheap, like at any point a Keeper could just go “Okay, you want to Use Magic to do __? That’s going to require some weird materials that you don’t have because we haven’t done a scene involving you obtaining them.” If I go the other route and establish at our table that anything you couldn’t buy from a store must be obtained by calling in a favor, or stolen, etc., but allow the weird materials and magic tomes to just be things they have, then I feel like one aspect of the game is contradicting another.

Would really appreciate some clarification!

Hello All

Hello All

Hello All,

I intend to run my first game of Monster of The Week tomorrow night for my wife and a couple of friends and I’ve written up my first mystery using the vengeful spirit idea from the Revised manual and I’m hoping I can get some feedback.

I’ve ran my fair share of Dungeon World and The Sprawl, but both of those are a bit different, structurally speaking, from MoTW and I’m kind of worried that it’s not clicking yet.

There are several similarities in terms of the monster I’ve got and the example in the book, but I’m not really sure how to run a game set in a single location (in this case an old Opera House) and still make it interesting. I’ve got a monster and all the things that go with that, I’ve got a weakness and an attainable method for exploiting said weakness, but I guess I’m not really sure how to go about pacing and revealing information to the players so they don’t get hung up.

This group is very green, having only played a couple of rpgs ever, and never with any regularity, so the fear that they’re not going to have the skills needed to take the ball and run with it is also kind of a concern.

Anyhow, if any of you can take a look at what I’ve got and give me some feedback I’d greatly appreciate it!

https://docs.google.com/document/d/1i9r0lXWCEwfE3GjShXnAnAEM-6so_ZngAGj_Mc3pmss/edit?usp=sharing