Hacking DUNGEON WORLD for a Heist/Infiltration Skill Challenge

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A while back I started an interesting thread about Hacking GUMSHOE for an investigative skill challenge that generated some interesting conversation. The link jumps to my finished product.

This time I'm looking at using the idea of "moves" from Dungeon World, in particular the idea of "soft" moves vs. "hard" moves as ways to gauge how the scene responds to what the players do.

Here's the basic setup for the challenge I'm working on:
The PCs want to steal a magic wolfskin from a knight living at the ducal estate of Bechaeux. They are going to come up with a plan. It may involve certain PCs moving away from the ducal estate at certain points, but for the most part the ducal estate is where the action happens.

On the players end I'm thinking of giving them 2 tools.

First, they'll have a list of advantages they can choose 4 from in advance as they plan their heist. These will be Backup Plan, Group Effort, Least Resistance, Long Shot, and Low-Hanging Fruit. They define what skills these apply to in advance; for example Least Resistance them to define a skill which cabe used to make a second check at DC 20 (rather than increasing to DC 29, as is the case in this skill challenge).

Second, they can spend action points to invoke "It's all part of the plan..." when they encounter a complication or something goes badly. I'm debating on ways to limit this so it doesn't take the teeth away from "hard fail" moves. I just really like the idea of action points having a use appropriate to the challenge.

On the DM's side, I am considering 3 design elements to help run the challenge and keep it interesting:

First, the ducal estate will have a write up includes a list of moves the estate can make when a PC fails a check. These will be a big deal, follow-thrus on the threat of being undercover/stealthy that dramatically change the situation and imperil the PC in question. I really want these to be big stakes without ending the challenge altogether or taking that PC out of the action entirely.

Second, there will be a list (maybe a table?) of complications that are essentially "soft" moves that drive the action. These will be about setting up conflicts, presenting consequences or requirements or challenges to overcome, or presenting tough choices. I'll use these when the PCs enter a new area, just whenever it seems appropriate in light of the PCs' actions, or when it feels like something needs to happen to give the PCs direction.

Third, there will be a success counter, allowing for developments (learning it's not just the wolfskin they need to steal) and for a "partial success" condition.

Anyhow, these are just my initial thoughts. Also, disclaimer: I've never played Dungeon Worl, I just like the ideas I've read of it (fail forwards, moves, fronts) and think they're very pertinent to running skill challenges (or their equivalent) in any version of D&D.
 
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The PCs are trying to secure the Duke's support/fealty, so they want to avoid pissing him off by killing or attacking his guards. Thus, the infiltration is mostly non-combat passed, though there might be creative uses for powers the PCs can come up with that will work. If they cross the line and assault his men, it's going to be very hard for them to get his allegiance, impossible if they kill any guards. They know this going in.

As the PCs infiltrate the ducal estate, they explore new areas and the tension increases:
Roll or choose from a table of "soft" moves to drive the action.

This will be a random complications table, with things like getting forced into an undesired location to avoid detection, hounds picking up the scent of some PCs and needing to be thrown off, etc. I will try to come up with a list of 12-20.

When a PC fails a check / does something to alert the guards:
1 failure at the skill challenge & the ducal estate gets a "hard" move. I think having 3-5 of these feels right. Here's my first stab at it:

Ducal Estate: when a PC fails a check, the estate...
  • Corners that PC alone with 6 men-at-arms who move to restrain. If restrained, the PC is taken to the dungeon for interrogation and to await the Duke. If the PC escapes, the men split up to raise the alert & get the Duke.
  • Exposes one or more PCs' cover stories, and the NPCs present react accordingly, either to restrain the PC(s) or raise the alert.
  • Spots the PCs; a noncombatant NPC begins yelling their head off, attracting all kinds of attention.
  • Pincushions that PC with crossbow bots; probably something like 12-16 level-equivalent minion attacks.

At 3 failures, the alert has been raised so much that they get to choose one outcome (not all):
* Get away, possibly without being identified depending on their actions
* Get to the Wolfskin by themselves to examine it or conceal it somehow (but get caught)
* Get to the ritual scroll by themselves to examine it or conceal it or destroy it (but get caught)

At 10-11 successes, the party gets away and can choose two outcomes:
* It was a clean getaway, they were not identified
* They got the Wolfskin
* They got the ritual scroll

At 12 successes, they get away clean with the Wolfskin and can choose two outcomes:
* They got the ritual scroll
* The Wolfskin does not tempt one of them with evil
* Sir Chevian does not torture Innocents he believes are responsible for the theft

So that's my first pass. I'll post more later, but any feedback so far?
 
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