Discern Realities: What here is not what it appears to be?
This is the move I still have the most trouble with as a GM. My players get to some point where they think there must be something to find, so they say “I look around the room to see what I can find” and I say “okay, roll +WIS”. They roll a 10, then I say, “okay, ask three of the questions.”
We haven’t played enough yet to internalize them, so this involves digging out the moves sheet, then asking them. More often than that, I end up making shit up (oh, I guess there is something hidden here), which is cool and all, but the whole process still feels a little awkward and contrived.
So, I’m curious, does anyone know the design intention behind having Discern Realities use a fixed set of questions? Is it just to encourage questions that result in creative continuations of a situation that’s gone slightly stale? I do get that it’s not really intended to be a classic ‘Perception check’, but it’s definitely still the move that causes the most pausing and breaking of immersion for our group. Maybe we’re using it incorrectly?