I recently noticed a “Run away” move here, but I can’t find it. Anyone?
I’m not talking about “Lead the Retreat”.
I recently noticed a “Run away” move here, but I can’t find it. Anyone?
I recently noticed a “Run away” move here, but I can’t find it. Anyone?
I’m not talking about “Lead the Retreat”.
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I believe that’s a move from the monster playbooks?
Or maybe the prestige class coward, or something like that. I had a player with it
I think it was in Jeremy Strandberg ‘s #stonetop
The Thief has “Escape Route”:
When you’re in too deep and need a way out, name your escape route and roll+DEX.
10+ You’re gone!
7-9 You can stay or go, but if you go it costs you: leave something behind or take something with you, the GM will tell you what.
Aaron Griffin not for Stonetop, but I’ve got this working draft in Drowning & Falling (see Chase Scenes)
When you run away from determined pursuit, roll and add…:
+DEX if you attempt to outrun or outmaneuver them
+CON if you must outlast them
+WIS if you seek to lose or befuddle them
On a 10+, you get away clean; on a 7-9, pick one:
● Ask the GM to describe one last obstacle or challenge; clear it and you’ll get away
● Lead them to a place of your choosing, say where
● Turn on them unexpectedly and attack
It’s untested, but I think it should work fine for an individual fleeing. The problem is that fleeing from a fight is usually (often) a group thing in DW, and this move doesn’t handle that elegantly.
I’d probably use something like my Working Together move (also in this doc) for a group of PCs running away.
docs.google.com – Drowning and Falling: Custom Moves for DW
That’s the one. Thank you Jeremy Strandberg.
Jeremy Strandberg re: the whole party trying to flee – I know that getting everyone to roll individually is more punishing that a single group roll, but there’s definitely a trope of a group of miscreants scattering in all directions, turning the pursuit into a series of individual chase scenes.
Depending on the number of pursuers, and whether they’re willing to split up or choose to stick together and chase down just some of the escapees, it might be that scattering would allow some of the fleeing PCs to get away without needing to roll at all.
So, it’s possible that the move would work as-is for a group trying to flee, just based on the fiction. If the PCs scatter, work out what the pursuers would do, and then the move only triggers for the PC(s) who are actually fleeing determined pursuit.
Of course, that doesn’t handle what to do if the PCs choose not to scatter and try to flee as a group. I feel that it’s quite a different dynamic when a group of people are fleeing – they can’t really do crazy parkour moves or whatever to shake their pursuers and still remain together, unless they were highly trained in fleeing together or telepathically linked or something, because the whole point is to do spontaneous unpredictable things to shake your pursuit, which are just as unpredictable to your friends as to your pursuers.
So perhaps there’s scope for a second, group-specific fleeing move. Actually, it could be as simple as:
If you try to flee as a group, you must Struggle Together to avoid being separated. Everyone that successfully sticks together can follow the lead of a single character to run away from determined pursuit.
Robert Rendell One possibility would be to have each player not only roll, but choose what happens to them, so each person’s experience is more individualized.
This is the version that I’m working on:
When you have not escaped a danger by the end of the session or are forced to flee for your life from the dungeon, tell the GM how you escape, endure, or otherwise survive the threats present, then roll+whatever the GM says. *On a 10+, choose one from the list. *On a 7-9, choose one, and the GM chooses one.
● You leave behind something important, the GM will tell you what.
● You are injured or the experience scars you; take a debility of the GM’s choice.
● Some of the progress you have made on this quest is undone, or an enemy receives an opportunity to capitalize on your retreat or failure.
● You get lost or are forced to hide or scavenge to survive; double the time it takes you to return home. This does not affect the number of rations consumed.
*On a 6-, the darkness tries to claim you. Take your Last Breath. If you survive, the GM chooses two options from the list.
That 6- is pretty nasty, I know. But my intent is for this to be a punishing move.
Jeremy Strandberg I actually think that works almost perfectly for group fleeing.
If it was a cinematic a group fleeing usually ends up with one of them separated and in trouble.
It could be: in a group escape roll +WIS/Dex/Con, but on a 7-9 everyone gets away apart from the character with the lowest rating in that stat who has to pick from the list?
https://drive.google.com/file/d/0B9G77aR8YgmbX3FtVnA3cWNabGs/view?usp=drivesdk
drive.google.com – running move.pdf
With thanks to Jeremy Strandberg and Daniel Fowler I think I’ve got something that really works for our game of “Advanced FotF” aka “d12 World”. I present, “Run Away!”
https://lh3.googleusercontent.com/mZ67esKU8SWeu50accd9-Sxh19kRAUTlXEj5P6EjuAiVvEBdZZ2yDZThIUxjDyjsHz1C8RAhS9DgosFpPLicayTCrs-Ex4LI3kE=s0