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Reading through Dungeon World, questions for GMs, RE: Initiating a GM "move"
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<blockquote data-quote="Manbearcat" data-source="post: 7139447" data-attributes="member: 6696971"><p>[MENTION=85870]innerdude[/MENTION] , couple things:</p><p></p><p>1) I would recommend you read my PBP <a href="http://www.enworld.org/forum/showthread.php?365637-The-Fey-the-Far-and-the-Ugly-Space-In-Between" target="_blank">here</a>. That should help you quite a bit.</p><p></p><p>2) I would recommend you watch a game run by Adam Koebel on Youtube (co-creator of the PBtA hack).</p><p></p><p>3) See [MENTION=42582]pemerton[/MENTION] 's post directly above. It all depends on the status of the fiction (while you maintain fidelity to the game's procedures, play agenda, and GMing principles). </p><p></p><p>3a) GMs don't roll dice in DW. The moves they make are things that happen in the fiction as a result of:</p><p></p><p>- a 7-9 result on a player move.</p><p>- a 6- result on a player move (and they mark xp).</p><p>- a soft move which is the general framing of a scene.</p><p>- when the players present you a golden opportunity because they have ignored or not properly dealt which a telegraphed soft move such as "reveal an unwelcome truth", "show signs of an approaching threat."</p><p></p><p>[HR][/HR]</p><p></p><p>So I'm going to fill in some blanks on your scenario above as I don't know enough.</p><p></p><p>Situation:</p><p></p><p>The PCs are tracking some refugees from a raid on a village. They're deep in the wilderness and smoke rises from the distance in a heavy stand of trees. A campfire against the gathering dusk and the cold that comes with it?</p><p></p><p>They move in and investigate.</p><p></p><p>Clues clearly point to (a) much higher traffic than a small band of refugees, (b) heavy mailed bootprints, (c) a recently snuffed fire, (d) yet scat and tracks of a few beasts of burden (which the refugees left with).</p><p></p><p>A player makes their Discern Realities move and a player Aids. Outright Failure on the DR and a 7-9 on the Aid. This could mean several things depending upon the fiction:</p><p></p><p>* The hobgoblins are hidden nearby and have javelins ready to launch a volley at the precise moment. This is it. Pick targets and have the players roll damage. Lets say this is an elite ranger unit; b[2d6 (piercing 1)]. If multiple targets attack a specific PC, add +1 damage for each additional attacker. Of note here, given the 7-9 on the Aid move, the Aiding PC should probably be the one eating extra attacks as they've exposed themselves todanger.</p><p></p><p>* The hobgoblins have laid a gnarly tripwire/snare trap made of thorns to entangle a PC and hoist them up into the trees. Meanwhile, they've beat it and are now well ahead of the PCs and on their way to their bastion/redoubt. Defy Danger and lets see how this thing goes.</p><p></p><p>* The PCs find the grisly remains of one of the refugees with a note scrawled in blood knifed to its chest, pinning it to a tree;<span style="font-family: 'Comic Sans MS'"> "CHASE MORE, ANOTHER DIES"</span> . Meanwhile, like before, they're well ahead of the PCs.</p><p></p><p>* No signs of the hobgoblins as they've beaten feet to their main outpost/camp. Unfortunately, they camped too close to the alpha predator in this locale andthe smell of food in their cookpot has attracted its most unwelcome attention; an enraged Owlbear with <em>Messy </em>tag!</p><p></p><p>* A curse is scrawled on every tree in this stand and one of the PCs knows the ancient script. These lands are haunted...and the hobgoblins have clearly captured the refugees and are heading headlong into the cursed forest. Maybe the PCs need to Defy Danger (Wis, Con, Cha) from the supernatural horror with a debility on the line if they get a 6- and maybe some sort of horrific vision of the future on a 7-9 (where you pocket a take-1 to make it become manifest at a later date).</p><p></p><p>There are lots and lots and lots and lots of prospects here. It just depends on the nature/continuity of the fiction, what sort of action your players have signaled they're interested in (through PC build and answering questions in the course of play). Regardless, you play to find out what happens and you fill the PCs lives with danger and adventure...over...and over...and over. </p><p></p><p>That is Dungeon World.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7139447, member: 6696971"] [MENTION=85870]innerdude[/MENTION] , couple things: 1) I would recommend you read my PBP [URL="http://www.enworld.org/forum/showthread.php?365637-The-Fey-the-Far-and-the-Ugly-Space-In-Between"]here[/URL]. That should help you quite a bit. 2) I would recommend you watch a game run by Adam Koebel on Youtube (co-creator of the PBtA hack). 3) See [MENTION=42582]pemerton[/MENTION] 's post directly above. It all depends on the status of the fiction (while you maintain fidelity to the game's procedures, play agenda, and GMing principles). 3a) GMs don't roll dice in DW. The moves they make are things that happen in the fiction as a result of: - a 7-9 result on a player move. - a 6- result on a player move (and they mark xp). - a soft move which is the general framing of a scene. - when the players present you a golden opportunity because they have ignored or not properly dealt which a telegraphed soft move such as "reveal an unwelcome truth", "show signs of an approaching threat." [HR][/HR] So I'm going to fill in some blanks on your scenario above as I don't know enough. Situation: The PCs are tracking some refugees from a raid on a village. They're deep in the wilderness and smoke rises from the distance in a heavy stand of trees. A campfire against the gathering dusk and the cold that comes with it? They move in and investigate. Clues clearly point to (a) much higher traffic than a small band of refugees, (b) heavy mailed bootprints, (c) a recently snuffed fire, (d) yet scat and tracks of a few beasts of burden (which the refugees left with). A player makes their Discern Realities move and a player Aids. Outright Failure on the DR and a 7-9 on the Aid. This could mean several things depending upon the fiction: * The hobgoblins are hidden nearby and have javelins ready to launch a volley at the precise moment. This is it. Pick targets and have the players roll damage. Lets say this is an elite ranger unit; b[2d6 (piercing 1)]. If multiple targets attack a specific PC, add +1 damage for each additional attacker. Of note here, given the 7-9 on the Aid move, the Aiding PC should probably be the one eating extra attacks as they've exposed themselves todanger. * The hobgoblins have laid a gnarly tripwire/snare trap made of thorns to entangle a PC and hoist them up into the trees. Meanwhile, they've beat it and are now well ahead of the PCs and on their way to their bastion/redoubt. Defy Danger and lets see how this thing goes. * The PCs find the grisly remains of one of the refugees with a note scrawled in blood knifed to its chest, pinning it to a tree;[FONT=Comic Sans MS] "CHASE MORE, ANOTHER DIES"[/FONT] . Meanwhile, like before, they're well ahead of the PCs. * No signs of the hobgoblins as they've beaten feet to their main outpost/camp. Unfortunately, they camped too close to the alpha predator in this locale andthe smell of food in their cookpot has attracted its most unwelcome attention; an enraged Owlbear with [I]Messy [/I]tag! * A curse is scrawled on every tree in this stand and one of the PCs knows the ancient script. These lands are haunted...and the hobgoblins have clearly captured the refugees and are heading headlong into the cursed forest. Maybe the PCs need to Defy Danger (Wis, Con, Cha) from the supernatural horror with a debility on the line if they get a 6- and maybe some sort of horrific vision of the future on a 7-9 (where you pocket a take-1 to make it become manifest at a later date). There are lots and lots and lots and lots of prospects here. It just depends on the nature/continuity of the fiction, what sort of action your players have signaled they're interested in (through PC build and answering questions in the course of play). Regardless, you play to find out what happens and you fill the PCs lives with danger and adventure...over...and over...and over. That is Dungeon World. [/QUOTE]
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