6 thoughts on “Does anyone have any custom social moves? Just curious as to what people have come up with.”

  1. Hmm I don’t but I am thinking about some.. I need a “find proper merchant” and “over heard at the tavern” move. What are you looking for?

  2. Isn’t “find proper merchant” covered by Supply?

    As for “overheard at the tavern,” how about this:

    Eavesdrop

    When you listen to a conversation that doesn’t concern you, roll +CHA (or maybe WIS?). On a hit, you learn some hot gossip or a juicy rumor. On a 10+, this information is of immediate benefit to you. On a miss, someone notices you’re listening in…

  3. From my “Commoner” class :

    Rumor Has It

    When you spend a few hours in a civilized area with

    your ear to the ground, roll + CHA.

    On a 10+ the GM will give you a rumor about a thing or

    person that you have been searching for.

    On a 7-9 the GM will give you a rumor about

    something or someone that may be handy.

    On a miss the GM will tell you how you gain the ire of

    someone dangerous.

    and

    Gossip

    When you share gossip with the locals, you may trade

    Bolster, 1 for 1, for a significant secret about someone

    you know the name of.

    From “The Heir” :

    Royal Presence

    When you wine and dine with someone, ask any one person present

    a dangerous or significant question. NPCs must answer honestly if

    they can. Players receive XP if they answer fully and honestly.

    And a general use custom move :

    When you (get drunk, are magically compelled to tell the truth, etc) Roll+CHA. 

    On a 10+ you can converse as you like.

    On a 7-9, you cannot tell a direct lie, but may still mislead, abstain from comment or answer, or change subjects.

    On a miss you put your foot in it – not only do you tell the truth, but you end up volunteering information you probably shouldn’t have.  The GM will ‘help’ you with this if you cannot think of a decent admission.

  4. Sean Fager Gossip is pretty cool. I like moves that give you more to do with preparation.

    Here’s a class move I wrote, not for a medieval setting but could be used for one:

    Reputation

    When you return to a settlement or station you’ve been to before after some time away and look up old contacts, roll+CHA. On a 10+, name two friends you have here. On a 7-9, name one friend. Your friends have special skills or access to useful resources and information, and a couple hundred credits or the promise of a favor is usually enough leverage to get them to help you out. Take +1 ongoing to Parley with all of them until you leave this place.

    And here’s something you might be interested for player interactions:

    Distant

    When you take this move, erase a bond from your list and write in a new, special bond: “I’m keeping _ at a distance.” When you Aid or Interfere with someone you have this bond with, you may roll with whatever stat fits the situation, as with Defy Danger.

  5. Wow, thanks everybody. Didn’t have anything really in mind, but  I felt that the social side of dungeon world was a bit lacking. Just found this cool thread after james day mentioned the AW move.  After reading this thread I’m considering adapting it somewhat, or at least  making some changes to ‘discern realities’, and ‘spout lore’ options. 

    https://rpggeek.com/thread/932830/discern-realities-vs-apocalypse-worlds-read-sitch

    What are your guys thoughts on social nuances in DW? From where I’m looking at it, it’s all on the GM to give every character life, and DW doesn’t have as many of the tools to do some of the things AW did, because, well, it’s a very different game and the focus is different. 

    I wonder what their thought process was behind mixing read a sitch and read a person into discern realities.

    And, if I wanted to give player’s more reliable tools to interact with GM characters, what would you do? 

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