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<blockquote data-quote="Ovinomancer" data-source="post: 7904597" data-attributes="member: 16814"><p>Okay, on the rock slide example, that's a pretty soft move on your part, one I wouldn't go for. Instead, I'd introduce the possibility of a rock slide in the scene framing by describing the scene as one prone to having a rock slide (rotted timbers holding up a bounder ceiling, or a loose slope of scree, etc.). Then, when the rock slide is triggered (likely because they've rolled under a 10 for something else they're doing in the scene), I'd hit them with the rock slide. I'd describe that as a rumbling and small pebbles bouncing down, with the heroes just seeing the larger rocks break free. Then, it's onto them to tell me what they do. If they say, "I Defy Danger!" I'd ask what that looks like, as it sets up what's at stake. Maybe Bob the Fighter says they'll try to dodge the bolders as they fall, a pretty danger defying attempt. Then, we'll test that with a roll. On a 7-9, I'd have that player buried up to the waist in the rockslide, but okay otherwise. That's when the monster shows up, the one who's burrowing caused the rock slide (or whatever). This makes that partial success matter -- it's a significant complication, not a trivial one where they have a momentary trouble.</p><p></p><p>DW is all about snowballing danger. It's built to get worse for the PCs through play. But, if you don't push, if you go for softer moves, that doesn't happen. PCs in DW are TOUGH. Play accordingly. </p><p></p><p>However, at this point in your game, it may be too late to shift the paradigm so thoroughly. Might be better to restart, if you're interesting in giving DW another chance. I don't see a good recovery path in your current game.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7904597, member: 16814"] Okay, on the rock slide example, that's a pretty soft move on your part, one I wouldn't go for. Instead, I'd introduce the possibility of a rock slide in the scene framing by describing the scene as one prone to having a rock slide (rotted timbers holding up a bounder ceiling, or a loose slope of scree, etc.). Then, when the rock slide is triggered (likely because they've rolled under a 10 for something else they're doing in the scene), I'd hit them with the rock slide. I'd describe that as a rumbling and small pebbles bouncing down, with the heroes just seeing the larger rocks break free. Then, it's onto them to tell me what they do. If they say, "I Defy Danger!" I'd ask what that looks like, as it sets up what's at stake. Maybe Bob the Fighter says they'll try to dodge the bolders as they fall, a pretty danger defying attempt. Then, we'll test that with a roll. On a 7-9, I'd have that player buried up to the waist in the rockslide, but okay otherwise. That's when the monster shows up, the one who's burrowing caused the rock slide (or whatever). This makes that partial success matter -- it's a significant complication, not a trivial one where they have a momentary trouble. DW is all about snowballing danger. It's built to get worse for the PCs through play. But, if you don't push, if you go for softer moves, that doesn't happen. PCs in DW are TOUGH. Play accordingly. However, at this point in your game, it may be too late to shift the paradigm so thoroughly. Might be better to restart, if you're interesting in giving DW another chance. I don't see a good recovery path in your current game. [/QUOTE]
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