Manbearcat
Legend
On Tuesday, I'm starting a new game for 2 friends (late 30s and early 40s) who have never played TTRPGs in their lives (though they both have or do play video games and the love the genre).
Something about Dungeon World has always bothered me:
* The limits of the Parley Move (in general, but the narrowness of "leverage" in particular).
and
* The fact that the game doesn't use the robust conflict resolution mechanics of Apocalypse World (opposing Clocks) as a win:loss condition for the Social Conflict.
So, what I'm planning is this:
1) Expand the Social Moves a hair. Introduce and modify some Blades moves:
Assert
When you assert yourself through force of intellect or an imposing display, roll Int or Str: On a 10+, choose 2. On a 7-9, choose 1.
Consort
When you show someone you care about what they think, roll Cha. On a 10+, choose 2. On a 7-9, choose 1.
Sway
When you influence someone with guile, charm, or argument, roll Cha. If you know what is important to them or how they think and use it against them, you cannot get a 6-. If you do not, you cannot get a 10+. On a 10+, they're convinced or nearing it (tick your Clock 2 times). On a 7-9, their position softens (tick your Clock 1 time), but they offer a rejoinder that requires an answer.
As its hopefully plain to see, my intent is that the interfacing of these 3 moves, along with Discern Realities, will do the heavy lifting in Social Conflict (along with personal Playbook Moves).
2) Use opposing 4 tick Clocks to determine win:loss condition of the Social Conflict. Obviously, when a Hard move is made against you, the GM will escalate the situation/change the fiction adversely and tick your Clock.
I'll be playtesting this this week when we play the game, so I'll update this thread with the results.
Any thoughts generally?
Any thoughts specifically about any of these moves?
Something about Dungeon World has always bothered me:
* The limits of the Parley Move (in general, but the narrowness of "leverage" in particular).
and
* The fact that the game doesn't use the robust conflict resolution mechanics of Apocalypse World (opposing Clocks) as a win:loss condition for the Social Conflict.
So, what I'm planning is this:
1) Expand the Social Moves a hair. Introduce and modify some Blades moves:
Assert
When you assert yourself through force of intellect or an imposing display, roll Int or Str: On a 10+, choose 2. On a 7-9, choose 1.
- They shrink a bit (tick your Clock 1 time).
- Their allies don't take up their cause.
- They're an open book (take +1 forward to Discern Realities against them).
- Your allies are emboldened (allies take +1 forward against them).
Consort
When you show someone you care about what they think, roll Cha. On a 10+, choose 2. On a 7-9, choose 1.
- They return the gesture (tick your Clock 1 time).
- They're intrigued (take +1 forward to Sway).
- They reveal what is important to them and how they think.
- They aren't offended by your advance or openness.
Sway
When you influence someone with guile, charm, or argument, roll Cha. If you know what is important to them or how they think and use it against them, you cannot get a 6-. If you do not, you cannot get a 10+. On a 10+, they're convinced or nearing it (tick your Clock 2 times). On a 7-9, their position softens (tick your Clock 1 time), but they offer a rejoinder that requires an answer.
As its hopefully plain to see, my intent is that the interfacing of these 3 moves, along with Discern Realities, will do the heavy lifting in Social Conflict (along with personal Playbook Moves).
2) Use opposing 4 tick Clocks to determine win:loss condition of the Social Conflict. Obviously, when a Hard move is made against you, the GM will escalate the situation/change the fiction adversely and tick your Clock.
I'll be playtesting this this week when we play the game, so I'll update this thread with the results.
Any thoughts generally?
Any thoughts specifically about any of these moves?
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