@
Lanefan , @
hawkeyefan, @
Xetheral , I've broken down the
Dungeon World play excerpt in
both its original mechanical state of Dungeon World and
transliterated it how it would work out procedurally in B/X . Its original incarnation of Dungeon World would be "Story Now/Play to Find Out". B/X would obviously be "Gamist/Refereeing."
I'm now going to start the process of transliterating it to 5e using a Storyteller agenda and Illusionism techniques so we can compare and contrast. Going to do this piecemeal so we can focus like a laser beam. For ease of reference, here are a few initial parts of the conversation of play for that excerpt. I'll get to the 5e procedures (using a Storyteller agenda, which is my takeaway from the 5e texts) after.
* Disclaimer - I am not saying here that 5e imposes either a Storyteller agenda or Illusionism techniques. But it certainly plays very nice with both (explicitly and implicitly).
Alright, here we go.
ELF
After I've regeared, I'll pocket the coins and place the choker around my neck, feeling the welcomed heat in my breast. I'll then make sure all of my supplies are in order, light the torch, and warily head up the path that leads out of this chamber, a silent prayer on my lips that it might lead to somewhere hospitable.
GM
The path moves upward and switches back a few times at a fairly steep grade. Soon you hear the sounds of spoken language echoing off the tunnel halls. Goblin tongue. Something about "King Ornrak not letting anyone leave...going to starve them all...tired of eating cave-shrooms...soon they're going to be sifting through their own dung or eating their dead...the starved dead...humans with their goats haven't been here for weeks." Someone answers with a "shut up and get rid of the garbage."
The sound of a portcullis raising. A "Hurrrrrk..." and then a weird liquid sounding shuffling from further in. The first goblin calls back to the second "you say something?" A muffled sound and then wet, squishing sounds.
You round a final bend and as your torch-light plays off the stone walls of the narrow path, it exposes the edge of the raised portcullis you heard prior. Fresh blood emerges from somewhere beyond your line of sight...around that final bend...oozing down toward you with the steep descent of the path (ascent for you).
All is still save your dancing torchlight and the advance of the blood toward your feet.
ELF
I don't want to step in that blood and leave tracks everywhere, possibly incriminating myself as well. The goblins surely have light sources in the chambers ahead of me. Assuming the tunnel is just a few feet wide here, maybe 3-4 feet like a normal hallway, I'm going to do a Spider Man thing and leap up and wedge myself with my legs, spread eagle. I'll sheathe my sword, put my torch in my mouth and use my hands to carefully move forward while wedged. When I get around the bend and can see the raised portcullis and into the room I'm going to take the torch from my mouth and throw it into the room, hoping to attract the attention of whatever is in there. With my legs wedged and my hands freed, I'm going to rip my bow from my back and string an arrow, training it on my line of sight into the center of the room and my torch.
What happens and what do I see?
GM
1) A dimly lit room with a worked stone floor, a few torches in recesses in the walls, and refuse-filled barrels.
2) The grisly remains of the two goblins you heard talking. They appear to have been engulfed violently with random appendages severed in the consumption. The legs of the goblin who raised the portcullis are the source of the blood that was seeping down the path.
3) Puddles of transparent, pinkish goo near where both of the remains lie.
For a moment, all is still and quiet as you survey from your wedged perch between the walls. Then, suddenly a grotesque creatures darts into view; a pile of amorphous pink flesh with an impossibly large mouth, 3 eyes aligned vertically above the mouth and tentacles strewn about the mess of a "face". Something of a "tail" trails the bulbous mass.
Its clearly an "advanced" version of what you've seen before. A rancid smell accompanies the nastiness it secretes. It skirts the torch you threw, a weird, sliding, squishing locomotion aided by the whip of the tail and the tentacles.
ELF
I don't waste any time. My strung arrow flies free.
1) I'm going to say that the PC is a level 7 Elven Eldritch Knight (that is pretty close to the equivalent of a level 3 or 4 Dungeon World Elven Arcane Duelist). He won't have Prestidigitation (he didn't in DW) so he would have to be concerned about getting the blood on his boots (the incrimination aspect, the stealth penalty, and the obvious tracks).
2) So, as GM, I've rendered the Earthmaw Basement dungeon in the typical way that happens in D&D. I've mapped it, stocked it with denizens and stuff, and I have some tables for Random Encounters. Lets say I've initially decided that I'm going to roll Random Encounters once every 30 minutes and if some noticeable event occurs (such as loud combat or structural failure of the complex). The player decides to go with exploring at the Normal Pace of 30 sq/minute. My map tells me that its going to probably end up with maybe one or two Random Encounter check in the course of playing through the Earthmaw Basement dungeon.
3) Alright so the player wants to do this Spider Man move. They're looking to (a) avoid the blood, (b) maybe get Advantage on the subsequent Stealth roll against the Advanced Aboleth Spawn.
What do I want? Broadly, I want things to go pear-shaped to at least generate some excitement and maybe to hopefully further complicate the future parley with the Hobgoblin King!
So, because of this, despite the Elf having a 20 Dex and being trained in Acrobatics (and this being an archetypal shtick), I'm going to not "say yes" to this action declaration. I'm going to say there is an uncertain outcome. Further, I'm going to make the DC a bit more difficult than I otherwise would (lets say DC 15 - Moderate - when maybe it should just be 12 - Slightly more than Easy)! But the player doesn't know the DC as I keep that to myself.
4) I give the news to the player and the player rolls their Dex (Acrobatics) check + 8. He gets a 7! Right on the DC that I...artificially inflated...I mean set!
However...my response?
"Oh man, so close! Just missed! Alright...you get out of the way of the flow of blood and shimmy up the wall! However...as you pull your exchange your sword for your bow and draw back an arrow, one of your feet almost slides free. In your recovery, the arrow shaft rattles against your bow, making a bit of racket...
...though you cannot see it yet, something makes a slippery...shifting sound in the chamber before you"
This bit of Illusionism does 2 things. It (a) sets up the PC to have Disadvantage on Dex - Stealth and (b) allows me to to roll Wisdom - Perception (giving further ability for Illusionism) rather than using Passive Perception (because it is now a contest with the Aboleth aware of a possible prey item/foe and actively scanning).
Let us stop there. What do you think so far? If you would, contrast against the initial Dungeon World procedures/play resolution and the B/X transliteration.