AnotherGuy
Hero
I was directed to this and the Paladin's Quest by @Manbearcat , which I incorporated for 2 instances in my game. Very useful.An example where the player has more direct input would be the Wizard's Ritual move, which I have genericized (don't have any Wizards in the party at present, but if someone decided to play one, I'd replace it with something appropriate, or make Wizards really really good at it, or in some other way compensate them for the loss of that move, since it really is a lovely thing to have.) Here's the Ritual move:
Ritual
When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
It’s going to take days/weeks/months.
First you must ______________________.
You’ll need help from ______________________.
It will require a lot of money
The best you can do is a lesser version, unreliable and limited
You and your allies will risk danger from ______________________.
You’ll have to disenchant ______________________ to do it.
This is interesting. I would imagine D&D players adopting such a mechanic would test its limits.Note what it says there: Ritual effects are always possible. That's a hard, binding rule on me as GM. I am not allowed to tell the players they simply cannot achieve a ritual effect, unless doing so would grossly violate reason/sense/etc. (we are presuming people participating in good faith).
For instance if one dares to run the Tyranny of Dragons AP with such a mechanic in place where the Cult of the Dragon is summoning Tiamat and you have Ritual effects are always possible on the table what would stop say the party from trying to create and perform a ritual whereby they stop the Cult of the Dragon's ritual from working. Using the fiction of the AP whereby at least 2 dragon masks are required in the ritual for the summoning of Tiamat, I would probably declare the party would require, at the very least, the majority of the dragons masks to overcome the Cult's ritual. I'm just thinking out aloud.
They did manage to obtain the blue dragon mask and they did research to find out what they could do with it and I let them know that they could reduce the blue dragon's damage output (bite, breath weapon) by 50%. Using this mechanic, I would NOT be the one shaping the effect of the ritual. i.e. They could be declaring that they were formulating a ritual that effectively would make the blue dragon head of Tiamat unable to use its breath weapon right? And realising all other requirements for the ritual, unless they provided complications/setbacks or failures via the die roll I would be bound by their ritual wish.
Would they know the bolded part immediately or would they need to Sprout Lore, go on a quest or do some investigating to discover they needed the Church of Bahamut? I mean practically how does that information play out in DW?So, say they want to resurrect a long-dead champion of the kingdom, so she can fight off the evil sorcerer she slew long ago (hence "champion of the kingdom"). That's a pretty damn powerful effect, to restore life and vigor to someone who died, presumably of natural causes, centuries ago. So maybe I say they'll need help from the Church of Bahamut (which they aren't on great terms with because this group isn't at all shy about some skullduggery), they'll risk danger from the Sorcerer's second-in-command who has taken up residence inside the hero's tomb, and they'll have to make a great sacrifice to show Bahamut that he should relinquish this honorable soul back to the land of the living for one final deed of derring-do (read: disenchant something powerful and personally valuable, such as the Fighter's ancestral blade or the Wizard's staff of power.)
Noted!Here, the players have 100% control over what the ritual itself accomplishes. I can't touch that. But I can set costs
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