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<blockquote data-quote="Manbearcat" data-source="post: 8519203" data-attributes="member: 6696971"><p>Rather vaguely following along and I don't have a ton to comment on, but I just wanted to provide some clarification on the below two (they are not correct) so the conversation (and any silent bystanders) can course-correct their understanding (for this and future conversation).</p><p></p><p></p><p></p><p>Ok, so not correct.</p><p></p><p>At the beginning of play, a character's (unaugmented...and a fair stretch of the time they'll be augmented by "take +1) strength is +2. Not terribly far into the game, this will turn into +3. </p><p></p><p>You're going to get a 6- on 2d6+2 only 16.67 % of the time.</p><p></p><p>You're going to get a 6- on 2d6+3 (+2 and take +1 or +3) only 8.34 % of the time.</p><p> </p><p>So hard moves aren't going to come off against your thematic shtick very often. Even at +1 its only a hair more than 1 in 4 moves.</p><p></p><p>Now you're going to be getting a ton of soft moves for sure (that is the intent of the system - to engineer an abundance of 7-9 results).</p><p></p><p></p><p></p><p>Ok, so this is also not correct. </p><p></p><p>PBtA games overflow with integrated "system say" and GM instruction to constrain your hard move:</p><p></p><p>"Make a move that follows (from the fiction)"</p><p></p><p>"Tell them the consequences (and ask if what they want to do)"</p><p></p><p>"Fill their lives with adventure (which is an expression of the premise of play - which is their Alignment, Bonds, and the End of Session questions)" and "Think dangerous."</p><p></p><p>Overwhelmingly (along with the system's say and the agenda), this is going to straight-forward inform consequences of 6- moves.</p><p></p><p>So I present a danger or a looming threat like a buffeting wing attack that from a monster's move which has a damage expression of b[2d6 +2] w/ Forceful Tag. That hits? Ok, I'm rolling that dice and I'm applying Forceful tag (so they get thrown into somewhere precarious or disadvantageous, worsening their movespace). I don't get to just ignore the established fiction and make a hard move detached from the threat I've telegraphed (with the Defy Danger resolving).</p><p></p><p>Same thing goes for any Defy Danger related to topographical hazards or social moves like Parley (or playbook-based). Something clearly is in the crosshairs as a result of the fiction that we're following (the moment we're zoomed in on) or we're tightening it up in the course of conversation if it isn't as "crosshairs-ey" as it seems (eg does this 6- when you're under threat from a glacial crevasse where you've wedged your sword you're desperately holding onto keep you topside mean your sword breaks and is ruined but you grasp the edge and pull yourself up...or does the sword come free from its wedged place and fall with you down into the deep dark and now you're in a cold, dark place with 1d10 no armor less HP...but with your weapon and supplies?...tell them the consequences and ask what they want out to this).</p><p></p><p>The only area that becomes difficult to adjudicate is the divination/perception/relationship type stuff that isn't something like Evil Eye (which is encoded) or a Scout moves during Perilous Journey (because that is fairly what the fallout will be...a danger gets the drop on you). You're talking Discern Realities, Spout Lore, Connections, various and sundry divinations/communions like Heirloom Weapon, Communion of Whispers et al.</p><p></p><p>These sorts of things you're going to often "think offscreen" and "present an opportunity w/ or w/o cost or show a downside" or "unwelcome truth" or "approaching threat." The fiction and the principles and agenda and characters and conversation will converge to winnow a 6- result even in these cases, but they require the most skill and most deftness of handling for GMs to be sure. </p><p></p><p>But the actual cognitive workspace a GM is inhabiting during play and the conversation is pushing toward yields consequences that are profoundly far away from unconstrained or anarchy. You're very constrained as a GM in dungeon world (by system's say, by fiction-to-date, by agenda, by principles, by the premise/themes of play that have emerged/congealed to date, by the aggregated elements in the shared imagined space right now).</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Manbearcat, post: 8519203, member: 6696971"] Rather vaguely following along and I don't have a ton to comment on, but I just wanted to provide some clarification on the below two (they are not correct) so the conversation (and any silent bystanders) can course-correct their understanding (for this and future conversation). Ok, so not correct. At the beginning of play, a character's (unaugmented...and a fair stretch of the time they'll be augmented by "take +1) strength is +2. Not terribly far into the game, this will turn into +3. You're going to get a 6- on 2d6+2 only 16.67 % of the time. You're going to get a 6- on 2d6+3 (+2 and take +1 or +3) only 8.34 % of the time. So hard moves aren't going to come off against your thematic shtick very often. Even at +1 its only a hair more than 1 in 4 moves. Now you're going to be getting a ton of soft moves for sure (that is the intent of the system - to engineer an abundance of 7-9 results). Ok, so this is also not correct. PBtA games overflow with integrated "system say" and GM instruction to constrain your hard move: "Make a move that follows (from the fiction)" "Tell them the consequences (and ask if what they want to do)" "Fill their lives with adventure (which is an expression of the premise of play - which is their Alignment, Bonds, and the End of Session questions)" and "Think dangerous." Overwhelmingly (along with the system's say and the agenda), this is going to straight-forward inform consequences of 6- moves. So I present a danger or a looming threat like a buffeting wing attack that from a monster's move which has a damage expression of b[2d6 +2] w/ Forceful Tag. That hits? Ok, I'm rolling that dice and I'm applying Forceful tag (so they get thrown into somewhere precarious or disadvantageous, worsening their movespace). I don't get to just ignore the established fiction and make a hard move detached from the threat I've telegraphed (with the Defy Danger resolving). Same thing goes for any Defy Danger related to topographical hazards or social moves like Parley (or playbook-based). Something clearly is in the crosshairs as a result of the fiction that we're following (the moment we're zoomed in on) or we're tightening it up in the course of conversation if it isn't as "crosshairs-ey" as it seems (eg does this 6- when you're under threat from a glacial crevasse where you've wedged your sword you're desperately holding onto keep you topside mean your sword breaks and is ruined but you grasp the edge and pull yourself up...or does the sword come free from its wedged place and fall with you down into the deep dark and now you're in a cold, dark place with 1d10 no armor less HP...but with your weapon and supplies?...tell them the consequences and ask what they want out to this). The only area that becomes difficult to adjudicate is the divination/perception/relationship type stuff that isn't something like Evil Eye (which is encoded) or a Scout moves during Perilous Journey (because that is fairly what the fallout will be...a danger gets the drop on you). You're talking Discern Realities, Spout Lore, Connections, various and sundry divinations/communions like Heirloom Weapon, Communion of Whispers et al. These sorts of things you're going to often "think offscreen" and "present an opportunity w/ or w/o cost or show a downside" or "unwelcome truth" or "approaching threat." The fiction and the principles and agenda and characters and conversation will converge to winnow a 6- result even in these cases, but they require the most skill and most deftness of handling for GMs to be sure. But the actual cognitive workspace a GM is inhabiting during play and the conversation is pushing toward yields consequences that are profoundly far away from unconstrained or anarchy. You're very constrained as a GM in dungeon world (by system's say, by fiction-to-date, by agenda, by principles, by the premise/themes of play that have emerged/congealed to date, by the aggregated elements in the shared imagined space right now).[/QUOTE] [/QUOTE]
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