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Judgement calls vs "railroading"
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<blockquote data-quote="Manbearcat" data-source="post: 7059255" data-attributes="member: 6696971"><p>Going to chunk all of this together.</p><p></p><p>1) The move that triggered the encounter with the snow-bridge-covered crevasse hazard was the group move "Undertake a Perilous Journey:"</p><p></p><p></p><p></p><p>This is just a conflict resolution move for when the group is striking out through dangerous lands toward a known destination. If they're just exploring parts unknown or ranging toward an unfamiliar destination, UaPJ would not be triggered. Maybe consider the move as a different, mundane analogue to 1e Teleport. If things go awry, they go awry in a truly interesting and dynamic way that leads to unforeseen events which can snowball, thus fundamentally changing the trajectory of play. That is what happened here.</p><p></p><p>The scout role was outright failed by their goblin henchmen who were assigned to it (RIP poor Exel and Xanob <img src="http://www.enworld.org/forum/images/smilies/cry.png" class="smilie" loading="lazy" alt=":.-(" title="Cry :.-(" data-shortname=":.-(" /> ). This triggered a hard move by me. That move would have been:</p><p></p><p></p><p></p><p>If the scout role would have been a 7-9, I would have just made a soft move. If I decided to go with the same sort of deal, the move would have been:</p><p></p><p></p><p></p><p>In the conversation of play, I probably would have said something like:</p><p></p><p></p><p></p><p>Instead, a 6- means the back of the sled falls straight into the crevasse, hanging mid-air with the PCs/hirelings desperately clinging to it, with just the team of sled wolfs losing the battle to keep everything from being swallowed. Everyone but the Elven Arcane Duelist made it out (the situation snowballed for him, but he did manage to save a dog and one of the goblin brothers...I think Exel, before the crevasse and the frozen river claimed him).</p><p></p><p>2) Very much unlike B/X or a 5e or 1e hexcrawl, here is one of DW's most important GMing principles:</p><p></p><p></p><p></p><p>The only thing that was on the map at this point was:</p><p></p><p>a) Giliad's Rest at the base of these mountains.</p><p>b) The blocked pass that leads to the highlands.</p><p>c) A secret tunnel that leads through dangerous caverns, but empties out in the lowlands - added to the map by successful PC move.</p><p>d) World's End Bluff and the settlement of World's End (where the PCs were coming from before their journey).</p><p>e) The Glacial Wastes (basically the rest of the highlands.</p><p>f) Averandox's Glacier (the Ancient Blizzard Dragon's lair) - added to map by successful PC move.</p><p>g) Earthmaw (the Hobgoblin kingdom) - added to map by successful PC move.</p><p>h) The Coldlands (the true highlands of this mountainous realm high above the tree line).</p><p></p><p>[HR][/HR]</p><p></p><p>So lets put that together then. The PCs are Undertaking a Perilous Journey across a hostile, glacial expanse. The possible dangers they could face due to Trailblazer failure are stuff like:</p><p></p><p>* Weather Takes a Turn</p><p>* Lost</p><p></p><p>Quartermaster is stuff like:</p><p></p><p>* Water is discovered to be tainted or poisonous </p><p>* 1d4 rations are lost due to spoilage or over-consumption </p><p>* Someone gets food poisoning and becomes <em>shaky </em> or<em>sick </em></p><p>* Nearby Danger is attracted by food</p><p></p><p>Scout is stuff like:</p><p></p><p>* Exposure </p><p>* Ambush</p><p>* Hazard (here we go!)</p><p></p><p>The players' agency when it comes to an UaPJ move is (a) to trigger it at all, (b) the decision of where they are striking out to, (c) who is taking what role (which feeds into PC build), (d) any strategic moves they can/do make beforehand to ensure that the dangers I can deploy would be further constrained (this could be the deployment of Adventuring Gear such as a map to ensure they can't get lost or some sort of scent that repels a certain predator...or a divination ability that yields portents of the future).</p><p></p><p>It isn't like hexcrawling or B/X dungeon crawling where you're mapping out a locale and spending exploration turns (listening, searching, 10 ft poling, stealthing, arcane eye-ing, etc) to avoid sequential dangers or make sequential discoveries on a granular map.</p><p></p><p>DW definitely has more granular interaction (social, exploration, combat) than the transitional journey mechanics, but that is how they function.</p><p></p><p>So I hope it is clear what the players' agency is in this situation (all of (a) through (d) directly above), what the system's say is (the UaPJ mechanics), and what the GM's role is (follow the game's principles and rules, and on a 6-, follow the fiction and fill their lives with a danger of immediate and severe consequence; such as an immediate hazard event on the failed Scout roll).</p><p></p><p>[HR][/HR]</p><p></p><p>So then, I hope that makes a little more clear procedurally how things work themselves out.</p><p></p><p>That is a lot of "stuff." Let's start with/focus on this and then we can move on.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7059255, member: 6696971"] Going to chunk all of this together. 1) The move that triggered the encounter with the snow-bridge-covered crevasse hazard was the group move "Undertake a Perilous Journey:" This is just a conflict resolution move for when the group is striking out through dangerous lands toward a known destination. If they're just exploring parts unknown or ranging toward an unfamiliar destination, UaPJ would not be triggered. Maybe consider the move as a different, mundane analogue to 1e Teleport. If things go awry, they go awry in a truly interesting and dynamic way that leads to unforeseen events which can snowball, thus fundamentally changing the trajectory of play. That is what happened here. The scout role was outright failed by their goblin henchmen who were assigned to it (RIP poor Exel and Xanob :.-( ). This triggered a hard move by me. That move would have been: If the scout role would have been a 7-9, I would have just made a soft move. If I decided to go with the same sort of deal, the move would have been: In the conversation of play, I probably would have said something like: Instead, a 6- means the back of the sled falls straight into the crevasse, hanging mid-air with the PCs/hirelings desperately clinging to it, with just the team of sled wolfs losing the battle to keep everything from being swallowed. Everyone but the Elven Arcane Duelist made it out (the situation snowballed for him, but he did manage to save a dog and one of the goblin brothers...I think Exel, before the crevasse and the frozen river claimed him). 2) Very much unlike B/X or a 5e or 1e hexcrawl, here is one of DW's most important GMing principles: The only thing that was on the map at this point was: a) Giliad's Rest at the base of these mountains. b) The blocked pass that leads to the highlands. c) A secret tunnel that leads through dangerous caverns, but empties out in the lowlands - added to the map by successful PC move. d) World's End Bluff and the settlement of World's End (where the PCs were coming from before their journey). e) The Glacial Wastes (basically the rest of the highlands. f) Averandox's Glacier (the Ancient Blizzard Dragon's lair) - added to map by successful PC move. g) Earthmaw (the Hobgoblin kingdom) - added to map by successful PC move. h) The Coldlands (the true highlands of this mountainous realm high above the tree line). [HR][/HR] So lets put that together then. The PCs are Undertaking a Perilous Journey across a hostile, glacial expanse. The possible dangers they could face due to Trailblazer failure are stuff like: * Weather Takes a Turn * Lost Quartermaster is stuff like: * Water is discovered to be tainted or poisonous * 1d4 rations are lost due to spoilage or over-consumption * Someone gets food poisoning and becomes [I]shaky [/I] or[I]sick [/I] * Nearby Danger is attracted by food Scout is stuff like: * Exposure * Ambush * Hazard (here we go!) The players' agency when it comes to an UaPJ move is (a) to trigger it at all, (b) the decision of where they are striking out to, (c) who is taking what role (which feeds into PC build), (d) any strategic moves they can/do make beforehand to ensure that the dangers I can deploy would be further constrained (this could be the deployment of Adventuring Gear such as a map to ensure they can't get lost or some sort of scent that repels a certain predator...or a divination ability that yields portents of the future). It isn't like hexcrawling or B/X dungeon crawling where you're mapping out a locale and spending exploration turns (listening, searching, 10 ft poling, stealthing, arcane eye-ing, etc) to avoid sequential dangers or make sequential discoveries on a granular map. DW definitely has more granular interaction (social, exploration, combat) than the transitional journey mechanics, but that is how they function. So I hope it is clear what the players' agency is in this situation (all of (a) through (d) directly above), what the system's say is (the UaPJ mechanics), and what the GM's role is (follow the game's principles and rules, and on a 6-, follow the fiction and fill their lives with a danger of immediate and severe consequence; such as an immediate hazard event on the failed Scout roll). [HR][/HR] So then, I hope that makes a little more clear procedurally how things work themselves out. That is a lot of "stuff." Let's start with/focus on this and then we can move on. [/QUOTE]
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