I've run far, far more Apocalypse World than I have Dungeon World, so any answers will be from a general understanding of the principles far more than the letter of the book.
I've not even had a game of DW using the Druid so the initial questions require me to do some reading. A few ideas to start, though.
'Contemplating an animal's spirit' is not a book-defined thing which players conform to in order to get bennies. It's an evocative piece of language designed to draw a response from the player and the group. This is an area where games like DW diverge heavily from traditional rpgs.
Working out what it really means to 'contemplate an animal's spirit' - delving into that question of being, essence, spirit, the fundamental nature of life and existence - that's what it means to be a druid.
The key here is that it's not a question with an answer in a book or on a forum - it's a question designed to prompt a creative process, of which you and your group are the only meaningful authors.
This is a common theme throughout the *World Games.
Again, the answers are not in the book. The answers are in your group. If you notice, on a 10+ choose 2. On a 7-9 choose 1. So, yes, you can summon an earthquake to collapse a tunnel...
...but even on a 10+ if you choose the desired effect (collapsed tunnel) you can then only choose 1 of avoiding paying a price or retaining control. Which means you either lose control... or the spirits of the earth demand something in return...
Because in these kind of 'faustian pact' moves, it is implicit that as part of the outcome the unchosen option is used to create new, dramatic, entertaining and real consequences. This is where the MC earns their keep, innovating and improvising, adding a new layer of consequences over the player's actions. No-one plays with Elemental Spirits for free...
I've not even had a game of DW using the Druid so the initial questions require me to do some reading. A few ideas to start, though.
Under Studied Essence it says that, “if you spend time in contemplation of an animal's spirit” you can add that animal to the list of animals you can shift into. It's in bold letters in the book. Does that mean that contemplating an animal's spirit is a move? And what exactly does it mean to “study an animal's spirit?” Is that just studying the animal?
'Contemplating an animal's spirit' is not a book-defined thing which players conform to in order to get bennies. It's an evocative piece of language designed to draw a response from the player and the group. This is an area where games like DW diverge heavily from traditional rpgs.
Working out what it really means to 'contemplate an animal's spirit' - delving into that question of being, essence, spirit, the fundamental nature of life and existence - that's what it means to be a druid.
The key here is that it's not a question with an answer in a book or on a forum - it's a question designed to prompt a creative process, of which you and your group are the only meaningful authors.
Elemental Spirit states, “When you call on the primal spirits of fire, water, earth, or air to perform a task for you roll...”
What does that even mean? Can you cause earthquakes? Floods? Raging fires? Wind storms? I'm assuming that's the case, but there's absolutely no clarification here. And furthermore, on a miss, some catastrophe occurs. That last bit is followed by three bullet points that, at first, I assumed were the seeds of the potential catastrophe, but they're all pretty positive things.
The effect you desire comes to pass
You avoid paying nature's price
You retain control
This is a common theme throughout the *World Games.
Again, the answers are not in the book. The answers are in your group. If you notice, on a 10+ choose 2. On a 7-9 choose 1. So, yes, you can summon an earthquake to collapse a tunnel...
...but even on a 10+ if you choose the desired effect (collapsed tunnel) you can then only choose 1 of avoiding paying a price or retaining control. Which means you either lose control... or the spirits of the earth demand something in return...
Because in these kind of 'faustian pact' moves, it is implicit that as part of the outcome the unchosen option is used to create new, dramatic, entertaining and real consequences. This is where the MC earns their keep, innovating and improvising, adding a new layer of consequences over the player's actions. No-one plays with Elemental Spirits for free...
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