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<blockquote data-quote="Manbearcat" data-source="post: 6783921" data-attributes="member: 6696971"><p>Pretty close to the mark there. I think I've used that exact descriptor of hard moves on these very boards actually! </p><p></p><p>Soft moves (such as Show Signs of An Approaching Threat or Reveal An Unwelcome Truth) are triggered (a) every time a scene opens (every scene needs to be framed around conflict/danger/adventure), (b) when a player rolls a 7-9, or (c) whenever something needs to/should happen to move the action forward (where a hard move wasn't triggered). Hard moves (Use a Monster/Danger/Location Move, Use Up Their Resources, Deal Damage) are triggered (a) when a soft move isn't dealt with by the PCs (thus the danger of something like Show Signs of An Approaching Threat becomes manifest), or (b) when a player rolls a 6- and marks XP (but the GM can go with a soft move in the stead of a hard move if they wish).</p><p></p><p>Quick play example of an Undertake a Perilous Journey (a wilderness conflict) going very south due to a 6- on the Scout's roll, hence I Used a Danger Move for the scout failing to ferret out a topographical hazard before it could trigger a calamity. The PCs were transiting the frozen, highland wasteland between the ruins of World's End Bluff to the hobgoblin outpost of Earthmaw:</p><p></p><p>[sblock]</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>GM (Me):</p><p>Sounds good. We'll get to that in a minute.</p><p></p><p>Otthor, both yourself and the goblins are in grave danger and at risk of dropping. What are you going to do about it?</p></blockquote><p></p><p></p><p></p><p>[/sblock]</p><p></p><p>That is a sufficient enough portion of a play anecdote to show a wilderness conflict (like Bob and his noble effort to summit Mount Pudding) and how a hard move triggered by a 6- (hard failure) and success at a cost/complication to the overall intent of the effort (with a soft move triggered by a 7-9) propels play, and snowballs, in Dungeon World.</p><p>[/QUOTE]</p>
[QUOTE="Manbearcat, post: 6783921, member: 6696971"] Pretty close to the mark there. I think I've used that exact descriptor of hard moves on these very boards actually! Soft moves (such as Show Signs of An Approaching Threat or Reveal An Unwelcome Truth) are triggered (a) every time a scene opens (every scene needs to be framed around conflict/danger/adventure), (b) when a player rolls a 7-9, or (c) whenever something needs to/should happen to move the action forward (where a hard move wasn't triggered). Hard moves (Use a Monster/Danger/Location Move, Use Up Their Resources, Deal Damage) are triggered (a) when a soft move isn't dealt with by the PCs (thus the danger of something like Show Signs of An Approaching Threat becomes manifest), or (b) when a player rolls a 6- and marks XP (but the GM can go with a soft move in the stead of a hard move if they wish). Quick play example of an Undertake a Perilous Journey (a wilderness conflict) going very south due to a 6- on the Scout's roll, hence I Used a Danger Move for the scout failing to ferret out a topographical hazard before it could trigger a calamity. The PCs were transiting the frozen, highland wasteland between the ruins of World's End Bluff to the hobgoblin outpost of Earthmaw: [sblock] GM (Me): Sounds good. We'll get to that in a minute. Otthor, both yourself and the goblins are in grave danger and at risk of dropping. What are you going to do about it?[/quote] [/sblock] That is a sufficient enough portion of a play anecdote to show a wilderness conflict (like Bob and his noble effort to summit Mount Pudding) and how a hard move triggered by a 6- (hard failure) and success at a cost/complication to the overall intent of the effort (with a soft move triggered by a 7-9) propels play, and snowballs, in Dungeon World. [/QUOTE]
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