When you create a move, especially those that grant “Choose X”, do you usually give context for the effect or do you…

When you create a move, especially those that grant “Choose X”, do you usually give context for the effect or do you…

When you create a move, especially those that grant “Choose X”, do you usually give context for the effect or do you leave it for the GM/Players to justify the bonus narratively?

For example, I’m making this Undertake a Perilous Journey alternate move and one option is to act as a Pack Mule and carry extra gear (roll+CON). One of the option is “All PCs take +1 Forward” . My thinking is that the Pack Mule carries extra comfort items (sleeping mats, warm blankets, pots & pans for cooking, spices, ale, etc), which lift the spirits of his companions.

Would you say that or would you just say “All PCs take +1 Forward” and let the GM ask the player why and how?

I have a feeling that DW as written usually doesn’t go too deep in the explanations to keep the rule text light and also grant player’s agency in the fiction.

10 thoughts on “When you create a move, especially those that grant “Choose X”, do you usually give context for the effect or do you…”

  1. I tend to generalize the effect before giving it mechanical weight – “there’s a problem with you’re equipment or the route, take -1 ongoing…” or similar

  2. I’d go so far as to say that the mechanical weight isn’t always necessary. “There’s a problem with your route or equipment and you have to stop early to deal with it” is pretty interesting, IMO.

  3. I like the way Jason Cordova (G+ not letting me tag) talks about handling UaPJ before the rolls are made, on the Discern Realities podcast (all paraphrased):

    Trailblazer, talk about a landmark you expect to see on the way.

    Scout, talk about what you’re worried about running into on this route.

    Quartermaster, talk about the group dynamic, or something one of the party does that drives others crazy.

    You could customize the Quartermaster to something like Quartermaster: What does the group have that’s going to make the journey more comfortable?

    This packs the fictional backing before the roll. I’ve run it this way and really like this take on the move.

  4. Yeah, it’s pretty clever! Although, I like that there’s also a mechanical effect tied to a move.

    It’s like a condom. Better to have one and not use it than need one and not have it 😛

  5. Addramyr Palinor, if the Quartermaster says they have some really good stuff (this might be stuff you make them pull out of their Adventuring Gear) then you can always say “Man that’s great, everyone take + 1 Forward”. I just think that having the mechanic listed forces (although forces is too strong a word) them to spout fiction for the mechanical reward, instead of you rewarding them mechanically for great fiction.

    That said, there’s absolutely nothing wrong with making the custom move you describe! I’m just giving an example of how I do UaPJ (and, I’m really bad at crafting custom moves myself, so I steal from people who are really good all the time LOL).

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