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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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<blockquote data-quote="pemerton" data-source="post: 7588906" data-attributes="member: 42582"><p>Then what is the point of the skill check? How is that affecting the fiction?</p><p></p><p>I'll ignore your remark about 4e, which to me suggests a lack of familiarity with the best way of playing that system (as set out in its DMG and DMG2).</p><p></p><p>Dungeon World is based around "moves", which are <em>events that occur in the fiction</em> that trigger <em>rolls that happen at the table</em> which lead to <em>new events happening in the fiction</em>. Who gets to decide what the new events are (player or GM), and subject to what parameters, depends on the outcome of the dice roll.</p><p></p><p>The point of the dice roll is to allocate authority to determine the fiction. It's nothing to do with trust or distrust of players or GM. Nor to preferences in respect of 4e. (The earliest RPG I know of to present the function of dice rolling this way is Prince Valiant, which is late 80s - I think 1989. The best discussions of this approach to RPGing that I'm aware of are found on the Forge in the early 2000s.)</p><p></p><p>Here's an example of a DW move (p 68 of the rulebook) that seems relevant to the topic of this thread (the bolded bit indicates the relevant triggering event in the fiction; the roll is 2d6; ability score bonuses are as per Moldvay Basic; on a 6-, the player accrues 1 XP and the GM is entitled to evolve the fiction in some adverse direction):</p><p></p><p style="margin-left: 20px"><u>Discern Realities</u></p> <p style="margin-left: 20px">When <strong>you closely study a situation or person</strong>, roll+Wis.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">✴On a 10+, ask the GM 3 questions from the list below.</p> <p style="margin-left: 20px">✴On a 7–9, ask 1.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Either way, take +1 forward when acting on the answers.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">• What happened here recently?</p> <p style="margin-left: 20px">• What is about to happen?</p> <p style="margin-left: 20px">• What should I be on the lookout for?</p> <p style="margin-left: 20px">• What here is useful or valuable to me?</p> <p style="margin-left: 20px">• Who’s really in control here?</p> <p style="margin-left: 20px">• What here is not what it appears to be?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">. . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[T]he answers you get are always honest ones. Even if the GM has to figure it out on the spot. Once they answer, it’s set in stone.</p><p></p><p>I hope this example makes clear how the point of the die roll is to establish parameters and authority for the development of the fiction.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7588906, member: 42582"] Then what is the point of the skill check? How is that affecting the fiction? I'll ignore your remark about 4e, which to me suggests a lack of familiarity with the best way of playing that system (as set out in its DMG and DMG2). Dungeon World is based around "moves", which are [I]events that occur in the fiction[/I] that trigger [I]rolls that happen at the table[/I] which lead to [I]new events happening in the fiction[/I]. Who gets to decide what the new events are (player or GM), and subject to what parameters, depends on the outcome of the dice roll. The point of the dice roll is to allocate authority to determine the fiction. It's nothing to do with trust or distrust of players or GM. Nor to preferences in respect of 4e. (The earliest RPG I know of to present the function of dice rolling this way is Prince Valiant, which is late 80s - I think 1989. The best discussions of this approach to RPGing that I'm aware of are found on the Forge in the early 2000s.) Here's an example of a DW move (p 68 of the rulebook) that seems relevant to the topic of this thread (the bolded bit indicates the relevant triggering event in the fiction; the roll is 2d6; ability score bonuses are as per Moldvay Basic; on a 6-, the player accrues 1 XP and the GM is entitled to evolve the fiction in some adverse direction): [indent][U]Discern Realities[/U] When [B]you closely study a situation or person[/B], roll+Wis. ✴On a 10+, ask the GM 3 questions from the list below. ✴On a 7–9, ask 1. Either way, take +1 forward when acting on the answers. • What happened here recently? • What is about to happen? • What should I be on the lookout for? • What here is useful or valuable to me? • Who’s really in control here? • What here is not what it appears to be? . . . [T]he answers you get are always honest ones. Even if the GM has to figure it out on the spot. Once they answer, it’s set in stone.[/indent] I hope this example makes clear how the point of the die roll is to establish parameters and authority for the development of the fiction. [/QUOTE]
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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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