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Dungeon World and Social Conflict
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<blockquote data-quote="Manbearcat" data-source="post: 7931447" data-attributes="member: 6696971"><p>[USER=99817]@chaochou[/USER]</p><p></p><p>That's perfect. I agree. It should be broken out into two moves. Going to recap the possibilities of Social Conflict with that.</p><p></p><p><strong><span style="font-size: 18px">BASIC MOVES</span></strong></p><p><strong></strong></p><p><strong>Argue</strong></p><p><em>When you assert yourself through force of intellect</em>, roll Int: On a 10+, choose 2. On a 7-9, choose 1.</p><ul> <li data-xf-list-type="ul">They accept some of your argument (tick your Clock 1 time).</li> <li data-xf-list-type="ul">Their allies don't take up their cause.</li> <li data-xf-list-type="ul">They're an open book (take +1 forward to Discern Realities against them).</li> <li data-xf-list-type="ul">One of your allies is emboldened (name one ally to take +1 forward against them).</li> </ul><p></p><p><strong>Threaten</strong></p><p><em>When you weave threats into your demands</em>, roll Str: On a 10+, choose 2. On a 7-9, choose 1.</p><ul> <li data-xf-list-type="ul">They shrink away from you (tick your Clock 1 time).</li> <li data-xf-list-type="ul">Their don't plot to betray you</li> <li data-xf-list-type="ul">They're on the defensive (take +1 forward to Hack and Slash against them)</li> <li data-xf-list-type="ul">One of your allies is emboldened (name one ally to take +1 forward against them).</li> </ul><p><strong>Consort</strong></p><p><em>When you show someone you care about what they think</em>, roll Cha. On a 10+, choose 2. On a 7-9, choose 1.</p><p></p><ul> <li data-xf-list-type="ul">They return the gesture (tick your Clock 1 time).</li> <li data-xf-list-type="ul">They're intrigued (take +1 forward to Sway).</li> <li data-xf-list-type="ul">They reveal what is important to them and how they think.</li> <li data-xf-list-type="ul">They aren't offended by your advance or openness.</li> </ul><p></p><p><strong>Sway</strong></p><p><em>When you influence someone with guile, charm, or argument</em>, 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.</p><p></p><p><strong>Defy Danger</strong></p><p><strong></strong></p><p><strong>Discern Realities</strong></p><p><strong></strong></p><p><strong>Spout Lore</strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong>COMPETING CLOCKS (4 Tick vs 4 Tick, but your Clock may be bigger if the opponent has a particular advantage; status, scale, etc)</strong></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7931447, member: 6696971"] [USER=99817]@chaochou[/USER] That's perfect. I agree. It should be broken out into two moves. Going to recap the possibilities of Social Conflict with that. [B][SIZE=5]BASIC MOVES[/SIZE] Argue[/B] [I]When you assert yourself through force of intellect[/I], roll Int: On a 10+, choose 2. On a 7-9, choose 1. [LIST] [*]They accept some of your argument (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). [*]One of your allies is emboldened (name one ally to take +1 forward against them). [/LIST] [B]Threaten[/B] [I]When you weave threats into your demands[/I], roll Str: On a 10+, choose 2. On a 7-9, choose 1. [LIST] [*]They shrink away from you (tick your Clock 1 time). [*]Their don't plot to betray you [*]They're on the defensive (take +1 forward to Hack and Slash against them) [*]One of your allies is emboldened (name one ally to take +1 forward against them). [/LIST] [B]Consort[/B] [I]When you show someone you care about what they think[/I], roll Cha. On a 10+, choose 2. On a 7-9, choose 1. [LIST] [*]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. [/LIST] [B]Sway[/B] [I]When you influence someone with guile, charm, or argument[/I], 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. [B]Defy Danger Discern Realities Spout Lore[/B] [HR][/HR] [B]COMPETING CLOCKS (4 Tick vs 4 Tick, but your Clock may be bigger if the opponent has a particular advantage; status, scale, etc)[/B] [/QUOTE]
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