Hi everyone! I would like to ask Sage LaTorra and Adam Koebel (and every one who has a grater experience with DW than me) if a custom move like this below would deeply change the experience they want to give us with their game or if it is a legitim add-on
Now the custom move and my pourpouse
my pourpose: to make NPC more real, to give them deeper motivations and to make worthy exploring relationships with them without changing much the game focus wich is, if I had understood well, adventure and exploration
the ally move:
at the end of a session if you feel you have made a strong link with a charter you can write a bond with him
at the end of a session if you feel a bond has come to a resolution mark experience
when you search your ally for help with a problem roll + bonds with that ally
on 10+ they will help you accordingly to their type and possibilities
on 7-9 they will help you accordingly to their type and possibilities but they will ask you to fulfill their instinct
ally types:
-mentor
instinct: to push someone beyond his limits
-lover/ friend
instinct: to guide someone’s choices for their best
-powerfull one
instinct: to spread their power
-criminal
istinct: to break the law
-god
istinct: to evangelize unbelivers
so… what do you think of this custom move I made?
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As long as you keep it to one new NPC bond per session and then you mark XP when the bond resolves (as written above), but don’t replace the bond once resovled, then you’ll be A-okay (though you might get a couple that resolve at once) – you won’t even dent the system/gameplay. Where it would get dicey is if you are allowing characters to replace/update bonds with NPCs such that they can get XP for multiple NPC bonds every session – even that probably wouldn’t really hurt the game though, just speed advancement.
This might work. Have you looked at the hireling rules for comparison?
the hireling rules of DW or those of pirate world?
I think it’s a totally viable move, though it stretches DW a bit.
DW is pretty strongly in the action-adventure genre, where people don’t tend to be all that deep. Bonds in particular aren’t meant to really cover complex human relationships, they’re an easy shorthand for the kind of things that tie a group of people together just enough to pull them on adventures together. Using Bonds to try to cover exploring relationships is likely to fall pretty flat.
I would actually say that making DW about relationships would be a pretty deep hack.
Addendum: I don’t think the moves will break the game but, as Sage LaTorra a points out, it won’t suddenly make the game about social relationships either.
Yeah, that’s what I was trying to get at: as moves, these’ll work fine. But I don’t think they can do what you want all alone.
Ok thank you anybody I I have quite fulfilled my curiosity
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