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<blockquote data-quote="EzekielRaiden" data-source="post: 8973810" data-attributes="member: 6790260"><p>This is why I love Dungeon World's <em>Discern Realities</em> move, other than its silly name. (I can only assume someone found it funny.)</p><p></p><p>With all moves, (a) "you have to do it to do it" (a move is<em> only</em> triggered when the in-fiction description requires it) and (b) "if you do it, you do it" (a move is <em>always</em> triggered when the in-fiction description requires it.) <em>Discern Realities</em> is defined as: </p><p></p><p></p><p>These are the <em>only</em> questions you may ask with Discern Realities--but, in return, the GM must answer these questions <em>truthfully</em>. Any roll that is 6- (six or less) is a "fail" or "miss," and is an opportunity for the GM to make a "hard move." Examples of GM moves include things like: "reveal an unwelcome truth" (they do their search and it ends up revealing something they wish wasn't true), "use up their resources" (they do learn something...but it costs time or resources they can't afford to spare), or "put someone in a spot" (oh no! they found the secret entrance, but it threw the squishy Cleric into the cultist room all by himself!)</p><p></p><p>With this approach to observing the world around you, there's no need to worry about keeping rolls secret so the players can't know if what they heard is trustworthy or not. They know that it is--and don't <em>like</em> it.</p><p></p><p>So much better, and <em>easier</em>, than secret rolling.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8973810, member: 6790260"] This is why I love Dungeon World's [I]Discern Realities[/I] move, other than its silly name. (I can only assume someone found it funny.) With all moves, (a) "you have to do it to do it" (a move is[I] only[/I] triggered when the in-fiction description requires it) and (b) "if you do it, you do it" (a move is [I]always[/I] triggered when the in-fiction description requires it.) [I]Discern Realities[/I] is defined as: These are the [I]only[/I] questions you may ask with Discern Realities--but, in return, the GM must answer these questions [I]truthfully[/I]. Any roll that is 6- (six or less) is a "fail" or "miss," and is an opportunity for the GM to make a "hard move." Examples of GM moves include things like: "reveal an unwelcome truth" (they do their search and it ends up revealing something they wish wasn't true), "use up their resources" (they do learn something...but it costs time or resources they can't afford to spare), or "put someone in a spot" (oh no! they found the secret entrance, but it threw the squishy Cleric into the cultist room all by himself!) With this approach to observing the world around you, there's no need to worry about keeping rolls secret so the players can't know if what they heard is trustworthy or not. They know that it is--and don't [I]like[/I] it. So much better, and [I]easier[/I], than secret rolling. [/QUOTE]
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