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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: 7142163" data-attributes="member: 6696971"><p>I want to say a couple of things on this right quick because, due to deeply internalizing the paradigm D&D turn-based combat/cyclical initiative, melee fundamentals (among other things) in DW seem to be difficult for certain GMs/players to conceive.</p><p></p><p>1) If a player is in neutral/offensive position (able to respond or dictating the terms) and is dictating the melee exchange, the player should make the Hack and Slash move to resolve the engagement with your goblin.</p><p></p><p>2) If your player is not in neutral/offensive position, you would simply narrate the fiction with a soft move like follows:</p><p></p><p><strong><em>Situation</em></strong>: Fighter is tangled up with the snapping maw of a Dire Wolf (maybe a Defy Danger move @ 7-9 triggered the Forceful tag where the Fighter is in a bad spot, but didn't take any damage).</p><p></p><p>GM: "You're on your rump, back pressed to the gnotted wood of the frozen tree. The Dire Wolf's fetid breath is thick in your nostrils as a hand grips a tuft-full of fur while one of your knees is locked against its throat, fending off the vicious maw which snaps inches from your face! Meanwhile, the goblin rider that was thrown from its back frantically looks around for its spear. Finding nothing, it picks up a fist-sized rock and rushes in from the side to brain you with it!</p><p></p><p>What do you do?"</p><p></p><p>No Hack and Slash move with the goblin is going to take place here. Unless the Fighter has Signature Weapon Fists, the GM should almost surely require some sort of Defy Danger or Defend move just to either get free from the Dire Wolf or to get a Hand-tag sidearm unsheathed. Dealing with the goblin is another matter.</p><p></p><p>Unrelated to the above, I don't recommend Custom World Moves for Locations/Monsters/Hazards/Traps until you're really comfortable with the system. Just develop the fiction and use Defy Danger (or Defend if it warrants). You've got all the room you need in either the 7-9 or 6- DD result to make the Location/Hazard/Trap/Monster manifest in the fiction (and on the PC character sheet).</p><p></p><p>And if the player outright ignores or is wholly unable of dealing with your telegraphed soft move...you just go straight to the hard move and bring the worst about (Deal Damage/Afflict with a Tag or Debility, Use Up Their Resources, etc).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7142163, member: 6696971"] I want to say a couple of things on this right quick because, due to deeply internalizing the paradigm D&D turn-based combat/cyclical initiative, melee fundamentals (among other things) in DW seem to be difficult for certain GMs/players to conceive. 1) If a player is in neutral/offensive position (able to respond or dictating the terms) and is dictating the melee exchange, the player should make the Hack and Slash move to resolve the engagement with your goblin. 2) If your player is not in neutral/offensive position, you would simply narrate the fiction with a soft move like follows: [B][I]Situation[/I][/B]: Fighter is tangled up with the snapping maw of a Dire Wolf (maybe a Defy Danger move @ 7-9 triggered the Forceful tag where the Fighter is in a bad spot, but didn't take any damage). GM: "You're on your rump, back pressed to the gnotted wood of the frozen tree. The Dire Wolf's fetid breath is thick in your nostrils as a hand grips a tuft-full of fur while one of your knees is locked against its throat, fending off the vicious maw which snaps inches from your face! Meanwhile, the goblin rider that was thrown from its back frantically looks around for its spear. Finding nothing, it picks up a fist-sized rock and rushes in from the side to brain you with it! What do you do?" No Hack and Slash move with the goblin is going to take place here. Unless the Fighter has Signature Weapon Fists, the GM should almost surely require some sort of Defy Danger or Defend move just to either get free from the Dire Wolf or to get a Hand-tag sidearm unsheathed. Dealing with the goblin is another matter. Unrelated to the above, I don't recommend Custom World Moves for Locations/Monsters/Hazards/Traps until you're really comfortable with the system. Just develop the fiction and use Defy Danger (or Defend if it warrants). You've got all the room you need in either the 7-9 or 6- DD result to make the Location/Hazard/Trap/Monster manifest in the fiction (and on the PC character sheet). And if the player outright ignores or is wholly unable of dealing with your telegraphed soft move...you just go straight to the hard move and bring the worst about (Deal Damage/Afflict with a Tag or Debility, Use Up Their Resources, etc). [/QUOTE]
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