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<blockquote data-quote="CubicsRube" data-source="post: 7369164" data-attributes="member: 6848185"><p>So also in relation to the purple worm swallow hole element above, establishing boubdaries and risks are important parts i wish the main book clarified better.</p><p></p><p>Unless there is a risk of something bad happening, dont roll. Its not intrleredting. Just let them have it, or say that they cant do it (or maybe they need to do x first).</p><p></p><p>I for example had a player ask if they clukd surreptitiously spy on a note being written. I was going to give it to them, but i had an evil thought and said "yeah sure!" They failed the roll. Because of that i got to do something bad, which was that the note did indeed say what it was supposed to say, but if they had used it, it was going to get them in trouble.</p><p></p><p>This is a pretty radical departure from trad gaming, but a lot of dw works like this.</p><p></p><p>Back to the swallow hole move. You always establish risks before the roll and the player can decide if they want to do ot. Sometimes the risk can be small, depending on how you want to push the player.</p><p></p><p>If they wanted to swallow a goblin you could say "sure, but if you fail the roll, he'll be able to jab you in the side and he'll deal you damage. Or "sure, but if you fail, youll hit that nearby arch and damge your mouth so you wont be able to swallow anything again for a while" or "sure, and you'll definately swallow him, but if you fail, youll swallow him whole and he'll keep attacking you again and again until he finally succumbs to your digestive juices"</p><p></p><p>So you get to establish the consequences of the failure rathet than it being preset in the rules. Its actually a thing that makes dw hard to run at times, as its demanding of your creativity.</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 7369164, member: 6848185"] So also in relation to the purple worm swallow hole element above, establishing boubdaries and risks are important parts i wish the main book clarified better. Unless there is a risk of something bad happening, dont roll. Its not intrleredting. Just let them have it, or say that they cant do it (or maybe they need to do x first). I for example had a player ask if they clukd surreptitiously spy on a note being written. I was going to give it to them, but i had an evil thought and said "yeah sure!" They failed the roll. Because of that i got to do something bad, which was that the note did indeed say what it was supposed to say, but if they had used it, it was going to get them in trouble. This is a pretty radical departure from trad gaming, but a lot of dw works like this. Back to the swallow hole move. You always establish risks before the roll and the player can decide if they want to do ot. Sometimes the risk can be small, depending on how you want to push the player. If they wanted to swallow a goblin you could say "sure, but if you fail the roll, he'll be able to jab you in the side and he'll deal you damage. Or "sure, but if you fail, youll hit that nearby arch and damge your mouth so you wont be able to swallow anything again for a while" or "sure, and you'll definately swallow him, but if you fail, youll swallow him whole and he'll keep attacking you again and again until he finally succumbs to your digestive juices" So you get to establish the consequences of the failure rathet than it being preset in the rules. Its actually a thing that makes dw hard to run at times, as its demanding of your creativity. [/QUOTE]
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