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Reading through Dungeon World, questions for GMs, RE: Initiating a GM "move"
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<blockquote data-quote="Nagol" data-source="post: 7141438" data-attributes="member: 23935"><p>You have effectively two choices here. A soft move (narration ending with "What do you do?") or a hard move (narration ending with a directive to roll dice/take action followed by the rest of the narration incorporating the result). Begin and end with the fiction.</p><p></p><p>I'm a fan of hard moves in response to failure and soft moves to keep situations evolving.</p><p></p><p></p><p></p><p>In that case I'd skip asking for player input since it is irrelevant. Get the Defy Danger out of the way AND THEN ask for input -- when it is meaningful again.</p><p></p><p></p><p></p><p>The GM never rolls dice, he only narrates the action. A large volley of arrows might call for a group set of defy danger checks as the PCs ty to get out of the line of fire (soft version of the ambush move) or perhaps the group is caught off guard and the first volley results in damage and the PCs need a defy danger to do anything to get out of the cover they found instinctively (hard version of the ambush move).</p><p></p><p>By and large, the monsters don't make moves in reaction to PC action -- DW isn't that fine grained. The GM updates the fiction based upon player input and the results of player moves. Once in a while, the GM announces "something new" i.e. makes a move of his own (when a player roll fails, the scene gets stuck, etc.). </p><p></p><p>Predetermined monster moves are pretty much a cosmetically prepared specific versions of the general GM moves by and large. I think the primary purpose of having them prepped in the creature stats is to remind the GM what is appropriate and/or awesome for the creature to do.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7141438, member: 23935"] You have effectively two choices here. A soft move (narration ending with "What do you do?") or a hard move (narration ending with a directive to roll dice/take action followed by the rest of the narration incorporating the result). Begin and end with the fiction. I'm a fan of hard moves in response to failure and soft moves to keep situations evolving. In that case I'd skip asking for player input since it is irrelevant. Get the Defy Danger out of the way AND THEN ask for input -- when it is meaningful again. The GM never rolls dice, he only narrates the action. A large volley of arrows might call for a group set of defy danger checks as the PCs ty to get out of the line of fire (soft version of the ambush move) or perhaps the group is caught off guard and the first volley results in damage and the PCs need a defy danger to do anything to get out of the cover they found instinctively (hard version of the ambush move). By and large, the monsters don't make moves in reaction to PC action -- DW isn't that fine grained. The GM updates the fiction based upon player input and the results of player moves. Once in a while, the GM announces "something new" i.e. makes a move of his own (when a player roll fails, the scene gets stuck, etc.). Predetermined monster moves are pretty much a cosmetically prepared specific versions of the general GM moves by and large. I think the primary purpose of having them prepped in the creature stats is to remind the GM what is appropriate and/or awesome for the creature to do. [/QUOTE]
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Reading through Dungeon World, questions for GMs, RE: Initiating a GM "move"
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