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<blockquote data-quote="AbdulAlhazred" data-source="post: 8931316" data-attributes="member: 82106"><p>Agreed. So, I would say, that in DW this would be Defy Danger +WIS maybe. A wiser PC is more likely to have thought carefully and remembered where some dry wood might be, etc. So he has a bit of an edge, the plan is "in his wheelhouse" so to speak. The throw of 2d6 itself is more of a 'fortune roll' than anything else. It provides suspense and a hook upon which rules hang, like when DD is rolled and a 7-9 result happens, the GM must "offer you a worse outcome, hard bargain, or ugly choice." Hence the pirate ship, you can be rescued, BUT now you have to hang with pirates! That might turn out great, who knows? Its an ugly choice though, stay stranded or deal with the pirates. A +3 WIS character will only get this result on 4-6 anyway. The 6- result isn't actually specified, so its the standard GM move, "The GM says what happens and you mark XP." This could involve a LOT of possibilities.</p><p></p><p>OK, but in my analysis of the nature of this type of game (PbtA at least) there isn't any differentiation. As a general rule, as you said above, characters mostly competently do their thing. In terms of the direction things go in, the PbtA dice mechanism has us fully covered. On a 10+ things go swimmingly, the PC achieves their goal; on a 7-9 the move WORKS, but the results leave something to be desired; on a 6- things pretty much squibbed, many moves will describe a particular sort of outcome here or present players with some specific sort of problem/disadvantage, others just assume the GM will follow their principles and do something that doesn't usually include 'things working' (although they might, maybe the signal fire goes crazy and starts a giant conflagration, sure, you're seen, but now the island is burning and you're on it!).</p><p></p><p>Well, the player is describing how they do things, light the signal fire, that's necessary in order to specify the fiction that is in play! So HOW isn't 'not there', but its not what is being resolved by the dice, explicitly. I try to light the signal fire, and I roll 2d6. If I get less than a 10, then my intent is not fully realized, but its quite possible that the fire was set; or maybe the fire wasn't set, the GM can describe this however he wants. In fact, since DW tells the GM to ask questions, maybe he asks the player "how did this go wrong?"</p><p></p><p>OK, but I would analyze the situation here. If its night time, then the bright cloth is simply ruled out by fiction, certainly for the time being. OTOH if its day time, well, OK a distant ship won't see it, so maybe a canoe full of natives paddles by, and they see it; 7-9 they're not that happy to see you; 6- they're glad to see you, they love to hunt the heads of adventurers! lol. </p><p></p><p>You see what I'm saying? PbtA is literally not adjudicating success and failure in terms of what you did. The mechanism isn't really meant for that, its meant for driving the fiction. Its an entirely different game architecture from trad RPGs. FUNDAMENTALLY different.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8931316, member: 82106"] Agreed. So, I would say, that in DW this would be Defy Danger +WIS maybe. A wiser PC is more likely to have thought carefully and remembered where some dry wood might be, etc. So he has a bit of an edge, the plan is "in his wheelhouse" so to speak. The throw of 2d6 itself is more of a 'fortune roll' than anything else. It provides suspense and a hook upon which rules hang, like when DD is rolled and a 7-9 result happens, the GM must "offer you a worse outcome, hard bargain, or ugly choice." Hence the pirate ship, you can be rescued, BUT now you have to hang with pirates! That might turn out great, who knows? Its an ugly choice though, stay stranded or deal with the pirates. A +3 WIS character will only get this result on 4-6 anyway. The 6- result isn't actually specified, so its the standard GM move, "The GM says what happens and you mark XP." This could involve a LOT of possibilities. OK, but in my analysis of the nature of this type of game (PbtA at least) there isn't any differentiation. As a general rule, as you said above, characters mostly competently do their thing. In terms of the direction things go in, the PbtA dice mechanism has us fully covered. On a 10+ things go swimmingly, the PC achieves their goal; on a 7-9 the move WORKS, but the results leave something to be desired; on a 6- things pretty much squibbed, many moves will describe a particular sort of outcome here or present players with some specific sort of problem/disadvantage, others just assume the GM will follow their principles and do something that doesn't usually include 'things working' (although they might, maybe the signal fire goes crazy and starts a giant conflagration, sure, you're seen, but now the island is burning and you're on it!). Well, the player is describing how they do things, light the signal fire, that's necessary in order to specify the fiction that is in play! So HOW isn't 'not there', but its not what is being resolved by the dice, explicitly. I try to light the signal fire, and I roll 2d6. If I get less than a 10, then my intent is not fully realized, but its quite possible that the fire was set; or maybe the fire wasn't set, the GM can describe this however he wants. In fact, since DW tells the GM to ask questions, maybe he asks the player "how did this go wrong?" OK, but I would analyze the situation here. If its night time, then the bright cloth is simply ruled out by fiction, certainly for the time being. OTOH if its day time, well, OK a distant ship won't see it, so maybe a canoe full of natives paddles by, and they see it; 7-9 they're not that happy to see you; 6- they're glad to see you, they love to hunt the heads of adventurers! lol. You see what I'm saying? PbtA is literally not adjudicating success and failure in terms of what you did. The mechanism isn't really meant for that, its meant for driving the fiction. Its an entirely different game architecture from trad RPGs. FUNDAMENTALLY different. [/QUOTE]
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