Hello all,
 My friend and I are hacking DW to suit our particular needs by drawing elements from AW and adapting existing ones from DW. This is the beginning of a homebrew version that I’ve started thinking of as Advanced DungeonWorld (as an homage to D&D not to suggest it’s much more complicated). I hoped to tap into the collective experience of the Tavern Hive Mind to get feedback.Â
The place we’re starting is in PC conflict. I’ve been reading through threads and discussion groups on how to handle PvP and I’ve seen two major themes arise:
1. The PC who acts first get’s an advantage.
2. Resolving two, sometimes identical, PC moves can be messy.
To address these, he and I have come up with two additional basic moves; Awareness and PC Conflict.
Awareness:
When your spine tingles and the hairs raise on the back of your neck roll+0. On a 10+, you avoid the potential threat and place yourself in an advantageous position to respond, on a 7-9 you avoid it but gain no advantage.
This is our way of resurrecting the “Perception roll”, something we felt was required for PC Conflict. Because of the player-triggered design of DW (and AW), we needed something in place that mitigated the player knowledge/character knowledge divide in a narrativistic way. This move would be triggered if the player asks if their character notices what’s going on. We intentionally put 0 as the modifier so that the move didn’t favour any one stat. This allows PCs to sneak up or connive against each other, and the MC to throw unknown things at the characters, while still keeping everything open and described at the table.
PC Conflict:
When you’re responding to an unwanted action by a PC, describe how you’re doing it. If you’re…
– overpowering them with physical might, roll+STR+HxÂ
– relying on speed or agility to avoid the outcome, roll+DEX+Hx
– trusting your mettle to see you through, roll+CON+Hx
– devising a cunning solution, roll+INT+HxÂ
– letting your strength of will shield you, roll+WIS+Hx
– using social manipulation to dissuade them, roll+CHA+Hx
On a 7-9, you avoid their action. On a 10+, also describe your response.
PC Conflict is clearly an adaption of the Defy Danger move but takes into account the PCs’ relationships (through Hx). We designed it to avoid having to roll Aid/Interfere each time and the cycles that can come from resolving/cancelling when two moves clash. The idea is that the PC who is starting a conflict doesn’t get a move, they simply describe what they’re doing. They target of the narrative action can be unaware of it (thus, the Awareness move) and it just happens, can say they are doing nothing and it just happens, or can describe what they do in response and trigger the PC Conflict move. This will be the start of a series of PC Conflict moves until someone gets the upper hand (the other PC misses) or someone calls quits to the conflict. We imagine this as a contest of one-upping the other PC(s) until someone comes out on top, similar to the duel between Merlin and Mad Madam Mim (https://www.youtube.com/watch?v=-LwnAMu4QyM). The 7-9 range simply lets the responding player avoid the result, but then the other PC gets to act again. 10+ lets you turn the tables and change the flow of the conflict. 6- is a miss and the action goes through.
Thoughts?