I think my group is slowly getting to the point where as GM I need to start thinking about what will happen when they confront the big baddie of the campaign: the blood god Groth, reincarnated into some unfortunate human avatar.
I certainly want Groth to be a memorable enemy, so my first thought is to give him forceful messy b[2d10] claws, which will basically start slicing off limbs when the players get into a fight with him (so it won’t just be about HP damage).
But in order to spice up the fiction I also want to give him a deafening roar (or something else cool). I can do that as a monster move that I activate on bad rolls by the player, but I would much rather make it more interactive using a custom Move such as:
GROTH’S BLOOD ROAR
When you hear Groth roar, roll +CON. On a 10+ yours ears are ringing and you feel a bit unsteady, but you’re still standing. On a 7-9 you have been thrown to the ground and will be effectively deaf for the next five minutes or so.
But that’s not really a player-triggered move, and there is no real sense of ‘succeeding at something’ to the rolls, so I’m not happy with that either.
I guess my question is: can I incorporate this idea of a deafening roar in an interesting, DW-appropriate way that allows for some player initiative, or should I just stick with reactive monster moves that the players can DEFY DANGER to (“You rolled a six, eh? Well, Groth throws back his head and takes a deep breath — you sense he’s getting ready to howl and it’s probably not gonna be pretty. What do you do?”)