innerdude
Legend
So I'm reading through Dungeon World, and really like the core concept a LOT. I can definitely see this being the type of game that my players would latch on to when they're in the mood for something less "tactical" and more free-flowing.
That said, I'm a bit confused about a couple of specific concepts around GM-ing, namely about when a GM can initiate a "move" against the players.
For example, players are caught in an ambush --- they tried to "discern realities" about the clues left behind when they searched an area and failed. Based on their failure, I initiate an "Ambush" move. Now the (hypothetical) hobgoblin archers and spearmen are closing in.
At what point do I as the GM get to introduce a potential "attack"? Do I simply narrate what happens?
"Your search of the area failed to reveal that several hobgoblin sentries were watching you the whole time. Now half their tribe is descending on you from the hills above. Because you failed to discern, they're on you before you have nearly any time to react. What do you do?"
In my head I'm thinking I let the player answer however they like, but then add, "Okay, but they are literally right on top of you. You're going to have to 'Defy Danger' to do any of that at all without getting skewered."
In other words, as a GM I never simply say, "The goblin attacks you," then roll a "Hack 'n Slash" check for the goblin and apply damage. But does this also apply to monsters making ranged attacks? Monsters never make their own "Volley" roll, do they? How do you narrate hobgoblin archers making an attack without simply having them roll their own "Volley" check?
Or is this a case where I should have some kind of predetermined "monster move" set for the hobgoblins that causes them to fire arrows in response to character actions? And in this case, is the character's only response to try and move for cover, get behind a shield, etc.? And is that simply considered a "Defy Danger" move on the part of the PC?
That said, I'm a bit confused about a couple of specific concepts around GM-ing, namely about when a GM can initiate a "move" against the players.
For example, players are caught in an ambush --- they tried to "discern realities" about the clues left behind when they searched an area and failed. Based on their failure, I initiate an "Ambush" move. Now the (hypothetical) hobgoblin archers and spearmen are closing in.
At what point do I as the GM get to introduce a potential "attack"? Do I simply narrate what happens?
"Your search of the area failed to reveal that several hobgoblin sentries were watching you the whole time. Now half their tribe is descending on you from the hills above. Because you failed to discern, they're on you before you have nearly any time to react. What do you do?"
In my head I'm thinking I let the player answer however they like, but then add, "Okay, but they are literally right on top of you. You're going to have to 'Defy Danger' to do any of that at all without getting skewered."
In other words, as a GM I never simply say, "The goblin attacks you," then roll a "Hack 'n Slash" check for the goblin and apply damage. But does this also apply to monsters making ranged attacks? Monsters never make their own "Volley" roll, do they? How do you narrate hobgoblin archers making an attack without simply having them roll their own "Volley" check?
Or is this a case where I should have some kind of predetermined "monster move" set for the hobgoblins that causes them to fire arrows in response to character actions? And in this case, is the character's only response to try and move for cover, get behind a shield, etc.? And is that simply considered a "Defy Danger" move on the part of the PC?