I’ve not been enjoying using the see what they find “move”.

I’ve not been enjoying using the see what they find “move”.

I’ve not been enjoying using the see what they find “move”.

So perhaps an alternative idea.

See what they find.

Roll +(?)

On a 10+ pick 3 on a 7 – 9 pick 2. on a 6 or less, GM makes a move

1: You move closer to your goal

2: You make a discovery

3: It doesn’t take long (consume fewer resources or none at all?

First move i’ve ever written, so i’m not entirely sure what to include.

It’s obviously moving away from the games style. I just think that the dungeon delving method could be done in much the same manner as the overland adventure.

8 thoughts on “I’ve not been enjoying using the see what they find “move”.”

  1. I agree! When I was writing and testing, I recognized the overlap and tried to rewrite the dungeon exploration several times, but there were aspects I couldn’t reconcile with the common/unique area stuff that I had in place. I think something like what you’ve written is the way to go.

  2. Working on the idea some more.

    I’ll lead the way.

    When you explore a dungeon and the GM hasn’t already told you what you find, Roll + INT.

    On a 10+ pick 3 on a 7 – 9 pick 2. on a 6 or less, GM makes a move

    1: You find clues to related to the danger, theme or local occurrence 

    2: You make a discovery either along the way or at your destination.

    3: You make good time and consume fewer resources.

    When someone leads the way, the player rolling is up front for the marching order. The other players fall in behind them.

    When creating a dungeon roll or choose the scale

    1: Small

    3: Medium

    5: Large

    The number corresponds to duration. The size doesn’t necessarily refer to the physical dimensions of the rooms or the dungeon. Just the length of time it takes to traverse it.

    All rooms should contain a dungeon theme and be a unique space in the dungeon that shows off the foundation. Use more common spaces to flesh out the world if needed.

    Pinching some ideas from Michael Prescott, I always thought your dungeon dangers and emitters were good tech. 🙂

    All dungeons should contain a dungeon wide danger or dangers.

    http://blog.trilemma.com/2014/10/non-mechanical-difficulty-levels-for.html

    When a player leads the way and explores a dungeon, think about what rooms might split off from the unique locations. Places are always open to change, you can add rooms, reorganize their location. Route players back through places they have already been. Move up and down in elevation.

    Gates and static dangers.

    You can drop in obstacles in the dungeon that might only require some adventuring gear and time to surpass, but become a real threat when having to be crossed with speed. This applies to static dangers such as traps as well.

    When the players ask for clues.

    (From Michael Prescott)

    Clues

    – What sort of place is this? (What can we expect of the layout of the rest of it?)

    – What’s been happening here? (What might happen again, soon?)

    – What’s in here with us? (Where is it? How do we prepare for it?)

    – What does it want? (Should we avoid it?)

    – How bad is it? (Is it a militaristic, vengeful gestalt? How brutal is it with prisoners?)

  3. I like the evolution of this Move Tim!

    I personally would add a Defy Danger Style ‘how’ component. Somewhat like Fate accelerated’s approaches. So…

    ‘When you explore the dungeon(with x) tell us how that looks in the fiction then the GM will determine which Attribute to roll.’

    I can see a very different fictional outcome if you explore the dungeon with STR – Mucling your way up chimneys, bending bars, heaving backpacks over obstacles. Vs exploring the Dungeon with INT – consulting maps, marking your trail, puzzling over the most efficient use of resources etc.

    Just gives a little more ‘hooks’ for the resultant fiction to hang on.

    Same Move, just 6 different approaches.

  4. Thanks Nathan, i’ve been having fun writing it.

    I like the idea of using a defy danger structure. I’ll mull over it during the week and make some changes when I’ve next got some time.

  5. Timothy Stanbrough  Where did you get with this move? I had a similar thought and  came here:

    LEAD THE WAY

    When you lead the way further into a dungeon, roll+INT. On a 10+, choose 3. On a 7-9, choose 2.

    • You find your way into a unique area; otherwise you reach a common area.

    • You come across a Discovery.

    • You notice the signs of a nearby Danger; otherwise you wander into it unawares.

    • Your followers keep rank well; they don’t make any Moves or give in to their instincts in the meantime.

    • You make good time and consume less rations.

  6. I haven’t worked on it much since the last post, been a bit busy. Also my freebooting group hasn’t met since I wrote this, and I value play testing a great deal.

    I started to toy around with Nathan Roberts idea for multiple approaches.

     When you explore a dungeon and the GM hasn’t already told you what you find. Tell us how you explore and the GM chooses.

    +STR To use brute strength to muscle your way through the dungeon

    +DEX To use speed and agility. “Mark equipment if it makes sense”

    +CON To endure long trips and grueling conditions 

    +INT To think quickly, focus or remember

    +WIS To use intuition or willpower

    +CHA To charm or impress

    +LUC To close your eyes and pray

    I quite like this part of your move:

    • Your followers keep rank well; they don’t make any Moves or give in to their instincts in the meantime.

    On this though,

    • You find your way into a unique area; otherwise you reach a common area.

    I was trying to move away from the idea of common and unique areas.

    I think there’s value in cutting to the meat of the adventure and reserving the common locations to description. Although perhaps if you’re running away from a threat a common area might come up as the location of a battle. But only after the danger has been established.

    What’re your thoughts so far? Input is much welcome.

  7. Timothy Stanbrough In retrospect, I agree with the sentiment that common areas are a bit extraneous, you’re right. I’m not sure about the Defy Danger setup though, I feel like that’s reaching in places and ultimately, if only one person’s rolling, the thing that makes fictional sense is +INT. That setup also presumes things about the dungeon that may not at all be the case. Also, I personally tend toward simplicity where I can and it just being +INT seems easier.

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