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<blockquote data-quote="Manbearcat" data-source="post: 6572670" data-attributes="member: 6696971"><p>Alright, on with the "how vulnerable to illusionism is this" theme. As I said upthread, I'll analyze a social action scene in my current Dungeon World game on here. I'm going to do it peace-meal because (a) I don't have time for a mega-post and (b) it might make things a little easier for any folks interested in participating. Dungeon World shares a considerable amount of overlap from agenda, to GMing principles, to genre expectations. Quick primer:</p><p></p><p>The Basic Outcome</p><p></p><p>* 10+ you succeed with little trouble</p><p></p><p>* 7-9 you succeed but with some kind of complication (a worse outcome, a cost, a hard bargain). The GM will make a soft move against you here; something without immediate, irrevocable consequences or something that can be avoided with a little ingenuity or a player move that goes well.</p><p></p><p>* 6- Things go wrong. The GM will tell you what and you mark xp. "Things go wrong" typically, but not always (the GM can elect for a soft move if it seems fitting), means something with immediate consequences. Dealing damage, imposing a debility, escalating the conflict in a real bad way that puts the players behind the 8-ball RIGHT FRIGGING NOW are hard moves.</p><p></p><p><a href="http://www.dungeonworldsrd.com/gamemastering" target="_blank">Here</a> is the section on GMing. Any 4e GM should be able to recognize this stuff pretty easily. Alright, on with it (sblocked for space, etc):</p><p></p><p>[sblock][/sblock]</p><p></p><p>Real low resolution backstory to this situation. The 2 PCs and their hirelings are on their way to Earthmaw (this goblin kingdom) to look for refugees and hopefully gain audience with the dragon that sponsors the kingdom. The Scout role of their Undertake a Perilous Journey fails leading to an encounter with a glacial crevasse that didn't go so well for Otthor. The sleds barely make it out before they fall in...but Otthor is consumed by the deep dark, splashes down in an icey underground river and spills out in the basement of Earthmaw. The other PC (the DW version of Saerie) and the hirelings, having successfully made it to Earthmaw, take the front door. Otthor barely survives an encounter with the guardians and the trash-monsters of Earthmaw (a Darkmantle and a Roper) but having done that, he discovers that immature Aboleths are hunting the Earthmaw residents (Aliens-style). He slays one of them, saves some goblins, audience with the king ensues.</p><p></p><p>So then. I frame them into the scene and immediately set about doing my job, going on the offensive. I make a move which <em><strong>fills their lives with adventure, portrays a fantastic world</strong></em>, and allows us to "<em><strong>find out what happens</strong></em>" with an immediate potential escalation of the situation and a PC decision-point. As you can see with the GMing, principles, a lot are present with this opening move. The king raised the Darkmantle from a pup and was clearly proud of the creature's contributions to the security of his kingdom (and now they're eating him). As far as the move itself, its basically a combo soft move of "<strong><em>Reveal an Unwelcome Truth</em></strong>" and "<em><strong>Put Someone in a Spot</strong>.</em>" </p><p></p><p>So how does the PC respond? He immediately sets about trying to diffuse the potentially volatile situation with a <em><strong>Defy Danger (Charisma)</strong></em> parry:</p><p></p><p></p><p></p><p>He rolls a 7-9 which is a success with a complication. So I make a soft move. I "<strong><em>Show Signs of an Approaching Threat</em></strong>." The king states flatly that he wishes Otthor would have died instead, he literally exhales such (obviously supernatural) coldness that it frosts the liquid of his soup, the elite guards are on edge/nerves taut/trigger-happy, and he not so subtly implies that his shamans councilled him that the otherworldly creature was likely summoned by a wizard assassin intent on killing the king...and Otthor is an elven magic-user.</p><p></p><p>Otthor then "searches his accumulated knowledge for a Far Realm creature well known in goblin history." He makes <em><strong>Spout Lore</strong></em> move but only gets a 7-9. He gets some info but it is <em><strong>on him to make it useful</strong></em>. On a 10 + I'll outright give him some useful info he can use to facilitate his sought end.</p><p></p><p>I go with "the Phaerimm and a tale of goblin genocide as an entire underdark colony was wiped out when they were used as hosts for their "Aliens-like" hatcheries." He proceeds to make something up about that (establishing world backstory) and attempts to use it to his advantage:</p><p></p><p></p><p></p><p>So now he is getting somewhere. His intent (really THE intent in a DW social action scene) is to <strong><em>establish leverage on his adversary</em></strong> and make a successful <strong><em>Parley </em></strong>(you know the deal - Diplomacy, Intimidate, et al) move with it. So that is what he is attempting to set up. However, there are some loose ends that need to be addressed that follow from the fiction of the prior scene with Saerie:</p><p></p><p></p><p></p><p>So now Saerie is "<strong><em>Put in a Spot</em></strong>" (the spot she created from the prior scene) and we will find where this goes and if the PCs can gain the leverage they're seeking or just flat out ingratiate themselves to the king (eg - "say yes").</p><p></p><p>[HR][/HR]</p><p></p><p>Alright, clear and transparent play procedures, clear and cogent GMing advice. Anyone who is interested...how vulnerable to illusionism?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6572670, member: 6696971"] Alright, on with the "how vulnerable to illusionism is this" theme. As I said upthread, I'll analyze a social action scene in my current Dungeon World game on here. I'm going to do it peace-meal because (a) I don't have time for a mega-post and (b) it might make things a little easier for any folks interested in participating. Dungeon World shares a considerable amount of overlap from agenda, to GMing principles, to genre expectations. Quick primer: The Basic Outcome * 10+ you succeed with little trouble * 7-9 you succeed but with some kind of complication (a worse outcome, a cost, a hard bargain). The GM will make a soft move against you here; something without immediate, irrevocable consequences or something that can be avoided with a little ingenuity or a player move that goes well. * 6- Things go wrong. The GM will tell you what and you mark xp. "Things go wrong" typically, but not always (the GM can elect for a soft move if it seems fitting), means something with immediate consequences. Dealing damage, imposing a debility, escalating the conflict in a real bad way that puts the players behind the 8-ball RIGHT FRIGGING NOW are hard moves. [URL="http://www.dungeonworldsrd.com/gamemastering"]Here[/URL] is the section on GMing. Any 4e GM should be able to recognize this stuff pretty easily. Alright, on with it (sblocked for space, etc): [sblock][/sblock] Real low resolution backstory to this situation. The 2 PCs and their hirelings are on their way to Earthmaw (this goblin kingdom) to look for refugees and hopefully gain audience with the dragon that sponsors the kingdom. The Scout role of their Undertake a Perilous Journey fails leading to an encounter with a glacial crevasse that didn't go so well for Otthor. The sleds barely make it out before they fall in...but Otthor is consumed by the deep dark, splashes down in an icey underground river and spills out in the basement of Earthmaw. The other PC (the DW version of Saerie) and the hirelings, having successfully made it to Earthmaw, take the front door. Otthor barely survives an encounter with the guardians and the trash-monsters of Earthmaw (a Darkmantle and a Roper) but having done that, he discovers that immature Aboleths are hunting the Earthmaw residents (Aliens-style). He slays one of them, saves some goblins, audience with the king ensues. So then. I frame them into the scene and immediately set about doing my job, going on the offensive. I make a move which [I][B]fills their lives with adventure, portrays a fantastic world[/B][/I], and allows us to "[I][B]find out what happens[/B][/I]" with an immediate potential escalation of the situation and a PC decision-point. As you can see with the GMing, principles, a lot are present with this opening move. The king raised the Darkmantle from a pup and was clearly proud of the creature's contributions to the security of his kingdom (and now they're eating him). As far as the move itself, its basically a combo soft move of "[B][I]Reveal an Unwelcome Truth[/I][/B]" and "[I][B]Put Someone in a Spot[/B].[/I]" So how does the PC respond? He immediately sets about trying to diffuse the potentially volatile situation with a [I][B]Defy Danger (Charisma)[/B][/I] parry: He rolls a 7-9 which is a success with a complication. So I make a soft move. I "[B][I]Show Signs of an Approaching Threat[/I][/B]." The king states flatly that he wishes Otthor would have died instead, he literally exhales such (obviously supernatural) coldness that it frosts the liquid of his soup, the elite guards are on edge/nerves taut/trigger-happy, and he not so subtly implies that his shamans councilled him that the otherworldly creature was likely summoned by a wizard assassin intent on killing the king...and Otthor is an elven magic-user. Otthor then "searches his accumulated knowledge for a Far Realm creature well known in goblin history." He makes [I][B]Spout Lore[/B][/I] move but only gets a 7-9. He gets some info but it is [I][B]on him to make it useful[/B][/I]. On a 10 + I'll outright give him some useful info he can use to facilitate his sought end. I go with "the Phaerimm and a tale of goblin genocide as an entire underdark colony was wiped out when they were used as hosts for their "Aliens-like" hatcheries." He proceeds to make something up about that (establishing world backstory) and attempts to use it to his advantage: So now he is getting somewhere. His intent (really THE intent in a DW social action scene) is to [B][I]establish leverage on his adversary[/I][/B] and make a successful [B][I]Parley [/I][/B](you know the deal - Diplomacy, Intimidate, et al) move with it. So that is what he is attempting to set up. However, there are some loose ends that need to be addressed that follow from the fiction of the prior scene with Saerie: So now Saerie is "[B][I]Put in a Spot[/I][/B]" (the spot she created from the prior scene) and we will find where this goes and if the PCs can gain the leverage they're seeking or just flat out ingratiate themselves to the king (eg - "say yes"). [HR][/HR] Alright, clear and transparent play procedures, clear and cogent GMing advice. Anyone who is interested...how vulnerable to illusionism? [/QUOTE]
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