Manbearcat
Legend
If you ever roll 7-9s, you'll start collecting sufficient data to know how you feel one way or another!My (very scant) experience with DW has done little to persuade me that persistent partial success feels heroic. Obviously, different people will feel differently about that.

Your ability to roll either 6 or less or 10 + is absolutely extraordinary! In a game that reliably produces a bell curve of results, somehow you've managed to pull off the ultra-rare inverted bell curve!
In all seriousness though, these are the ones off the top of my head for your character. Any of them beyond these that stick out to you?
* Climb down a 100 ft vertical face. You get halfway down and your route narrows you to a dangerous, shallow ledge where you're faced with a decision-point of either a more difficult way down in the now sprinkling rain (where you aren't DDing- Strength) or a huge leap into a cave of unknown nature origin/nature adjacent to you. Its basically a decision-point of "do you want to take to assume the risk of the unknown in trade for the mathematically strong option or do you want to assume the risk of the known with the return of being where you want to be (at the bottom) for the less mathematically strong option." That sort of answer will tell you/us something about your character.
* An Aid for Discern Realities where you'd be eating the complication if there was one (didn't end up being one).
* A grapple escape in the swamp (this was either Shambler or Dire Croc...don't recall). This one ended up costing you 2 ruined Rations as you scrambled free, out of trouble in the water, and onto the tiny bit of land.
* The climb down from the steep lip of the watering hole to wade into the reservoir and pick the Bloodwart. I activated the two Dire Crocs to move toward you for a predation attempt as a result.
* The aforementioned Heirloom weapon move where you consulted your spirits for one of them to help you be proficient with the Ancient Speech. They did and now its on you to make it useful (you did with a follow-up move that won the social conflict).
Those 5 are the ones that come to mind. Is there one that I missed or one that particularly stands out?
The only other thing I can recall is a 10+ Hack and Slash that you decided to take the extra d6 damage in return for a counterattack (effectively turning it into a 7-9 for more damage) and you somehow managed to a 1 on a 1d10 and a 1 on your 1d6 and get absolutely nothing done! Which, by the way, outside of fighting like an Ancient Dragon...this is maybe the 3rd time in all my DW GMing I've seen a Fighter "push" on a 10+ Hack and Slash not yield a kill! Again, extraordinary!
What sticks out for me (with your character) is an deranged abundance of 6- and bad damage rolls.
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