Hello to the Tavern – new to Dungeon World and have some basic GM “hard” move questions.
Hello to the Tavern – new to Dungeon World and have some basic GM “hard” move questions.
Let me set the context before I jump into the queries, PCs set-out to Undertake Perilous Journey and the scout fails his roll – of course, an ambush was in place so combat ensues.
Because the scout failed his roll, I let the ambushers get the jump and then moved to “Show signs of an approaching threat.” I let the scout (on point) to Defy Danger to avoid any initial damage – partial success – where I then let him decide whether to stand and face off against the first rush of melee ambushers or expose himself (and, take damage from) a smaller group of slingers.
Question 1 – I feel like the “Show Signs” was an appropriate first GM move but guess it’s more a matter of taste – would you more seasoned GMs have dealt damage immediately, whether to the scout or to the group, for the failure?
Questions 2 – how do you more seasoned GMs feel about the above ugly choice for the partial success? Too easy on the PC?
Question 3 – is there a compilation of, or resources for, worse outcomes, ugly choices, and/or hard bargains?
Next situation – the leader of the group moved to defend the scout and failed. I moved to Separate PCs and ruled that the leader was now cut-off from the group, wedged between the initial rush of ambushers and the second wave.
Question 4 – how do you more seasoned GMs feel about the move? Again, too easy on the PC?
On his next move, the leader defied danger to try and get back to his group, which was a partial success – I offered him the bargain of getting back to the group but taking damage or staying cut off but no damage.
Question 5 – again a question about hard bargains, thoughts? Too easy?
I guess I’m wanting to understand how harsh other GMs make their hard moves, as I recognize Deal Damage is always in your kit bag but is often the least interesting option.