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Dungeon World and Social Conflict
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<blockquote data-quote="Manbearcat" data-source="post: 7931610" data-attributes="member: 6696971"><p>On this, its definitely intended that they synergize. I like that design, assuming its not a scenario where it contracts the decision-point space in play rather than expand it. I think what you're envisioning is a contraction.</p><p></p><p>Here is how I'm envisioning it as an expansion. You tell me if this disarms your concerns.</p><p></p><p>1) Consort (Cha) is basically a specialized aspect of Discern Realities (<em>they reveal what is important to them and how they thinks or feel</em>) with specified Social Fallout (they're offended) for Social Conflict.</p><p></p><p>2) Discern Realities (Wis) is still broadly more usable and available where you get 3 (10+) or 1 (7-9) questions that the GM must answer about the situation/person and you get to take +1 forward when acting on them.</p><p></p><p>3) Spout Lore (Int) is still available. A 10+ should provide you something both interesting and useful so it should definitely mean that your consulted knowledge on the subject has the answer rolling around in your head...either the GM fills you in or gives you authorial rights to describe it). A 7-9 simply give you something interesting to act upon, its up to you to make it useful for this Social Conflict.</p><p></p><p>4) Argue (Int) can open up Discern Realities with +1 forward for you or DR or Consort or something else for you or an ally (which can help toward success or hedging against a failure).</p><p></p><p>5) Hirelings can be used to assist in attaining this info.</p><p></p><p>6) There are lots of PC Playbooks with mundane divination abilities that can intersect with any/all of the above or just have outright fiat to uncover what is important to an NPC; the Bard's fiat move Charming and Open, a Paladin's I AM THE LAW, a Fighter using Heirloom to consult the spirits of his/her weapon, a Thief's Wealth and Taste. Plenty more.</p><p></p><p></p><p>So, my case here is that it expands the existing menu of options rather than contracting the menu from many to one. Thoughts?</p><p></p><p></p><p></p><p>Hopefully I answered these above concerns in my above post to Epicurean GM. The abstract:</p><p></p><p>1) If a GM makes a Soft Move (any of the above cited) because a PC rolled a 7-9 and didn't choose the option to prevent that move, they should set it up in the fiction just like normal.</p><p></p><p>2) If the PCs fail to act upon it at any point (either in the middle of the Social Conflict before the win/loss condition is met or thereafter), then the GM is obliged to make it manifest in some way that complicates things.</p><p></p><p>3) If (a) that Hard move is made manifest post-Social Conflict, AND (b) the PCs secured victory in the Social Conflict, THEN (c) the manifestation cannot complicate the earned asset/currency/relationship that was won in the Social Conflict. The GM should take care to make the complication interesting and follow the fiction, but keep the earned victory off the table, uncompromised/uncomplicated (and certainly not upturned).</p><p></p><p>If the players feel like the GM has screwed up a bit and complicated their victory, they should state their case and the GM should revise the fiction after the conversation.</p><p></p><p></p><p>Does that alleivate your concerns?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7931610, member: 6696971"] On this, its definitely intended that they synergize. I like that design, assuming its not a scenario where it contracts the decision-point space in play rather than expand it. I think what you're envisioning is a contraction. Here is how I'm envisioning it as an expansion. You tell me if this disarms your concerns. 1) Consort (Cha) is basically a specialized aspect of Discern Realities ([I]they reveal what is important to them and how they thinks or feel[/I]) with specified Social Fallout (they're offended) for Social Conflict. 2) Discern Realities (Wis) is still broadly more usable and available where you get 3 (10+) or 1 (7-9) questions that the GM must answer about the situation/person and you get to take +1 forward when acting on them. 3) Spout Lore (Int) is still available. A 10+ should provide you something both interesting and useful so it should definitely mean that your consulted knowledge on the subject has the answer rolling around in your head...either the GM fills you in or gives you authorial rights to describe it). A 7-9 simply give you something interesting to act upon, its up to you to make it useful for this Social Conflict. 4) Argue (Int) can open up Discern Realities with +1 forward for you or DR or Consort or something else for you or an ally (which can help toward success or hedging against a failure). 5) Hirelings can be used to assist in attaining this info. 6) There are lots of PC Playbooks with mundane divination abilities that can intersect with any/all of the above or just have outright fiat to uncover what is important to an NPC; the Bard's fiat move Charming and Open, a Paladin's I AM THE LAW, a Fighter using Heirloom to consult the spirits of his/her weapon, a Thief's Wealth and Taste. Plenty more. So, my case here is that it expands the existing menu of options rather than contracting the menu from many to one. Thoughts? Hopefully I answered these above concerns in my above post to Epicurean GM. The abstract: 1) If a GM makes a Soft Move (any of the above cited) because a PC rolled a 7-9 and didn't choose the option to prevent that move, they should set it up in the fiction just like normal. 2) If the PCs fail to act upon it at any point (either in the middle of the Social Conflict before the win/loss condition is met or thereafter), then the GM is obliged to make it manifest in some way that complicates things. 3) If (a) that Hard move is made manifest post-Social Conflict, AND (b) the PCs secured victory in the Social Conflict, THEN (c) the manifestation cannot complicate the earned asset/currency/relationship that was won in the Social Conflict. The GM should take care to make the complication interesting and follow the fiction, but keep the earned victory off the table, uncompromised/uncomplicated (and certainly not upturned). If the players feel like the GM has screwed up a bit and complicated their victory, they should state their case and the GM should revise the fiction after the conversation. Does that alleivate your concerns? [/QUOTE]
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