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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="iserith" data-source="post: 7504375" data-attributes="member: 97077"><p>I'm not sure what you mean by stepping away or towards the dice, but the way Dungeon World works is the players and DM have a conversation about what's going on with the characters in the context of the setting and sometimes that conversation will trigger moves. Those moves are typically resolved with dice. The GM doesn't get a say about whether a move triggers. It triggers when it triggers and the results stand. The GM is bound by the rules.</p><p></p><p>In this example, [MENTION=42582]pemerton[/MENTION]'s call that this is a Discern Realities move looks correct to me because the trigger is "When you closely study a situation or person...". If successful (10+ on 2d6+Wis), the player gets to ask 3 questions of the GM from a list of questions which include "What happened here recently?" or "What here is useful or valuable to me?" The answers you get are always honest ones, even if the GM has to make it up on the spot. An answer to the second question I mentioned might be "Nothing," and that's just fine.</p><p></p><p>If the player rolls 6 or less though, that's a failure. The character earns XP and the DM can now make a move - <em>reveal an unwelcome truth</em> (there are rot grubs in the rubble) perhaps or <em>show signs of an approaching threat</em> (the ground shakes and dust rains down from the ceiling). Now the players do their thing in the face of that which may trigger more moves.</p></blockquote><p></p>
[QUOTE="iserith, post: 7504375, member: 97077"] I'm not sure what you mean by stepping away or towards the dice, but the way Dungeon World works is the players and DM have a conversation about what's going on with the characters in the context of the setting and sometimes that conversation will trigger moves. Those moves are typically resolved with dice. The GM doesn't get a say about whether a move triggers. It triggers when it triggers and the results stand. The GM is bound by the rules. In this example, [MENTION=42582]pemerton[/MENTION]'s call that this is a Discern Realities move looks correct to me because the trigger is "When you closely study a situation or person...". If successful (10+ on 2d6+Wis), the player gets to ask 3 questions of the GM from a list of questions which include "What happened here recently?" or "What here is useful or valuable to me?" The answers you get are always honest ones, even if the GM has to make it up on the spot. An answer to the second question I mentioned might be "Nothing," and that's just fine. If the player rolls 6 or less though, that's a failure. The character earns XP and the DM can now make a move - [I]reveal an unwelcome truth[/I] (there are rot grubs in the rubble) perhaps or [I]show signs of an approaching threat[/I] (the ground shakes and dust rains down from the ceiling). Now the players do their thing in the face of that which may trigger more moves. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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