Anyone willing to playtest some revised Aid or Interfere moves for me?

Anyone willing to playtest some revised Aid or Interfere moves for me?

Anyone willing to playtest some revised Aid or Interfere moves for me?

Over the past few weeks, I’ve been thinking hard about these moves. I’ve never really liked how either Aid or Interfere work, and I’m strongly leaning towards using these revisions in #Stonetop. I’ve started using them in my home game, but we just don’t play enough (and the moves don’t come up enough) for me to get a really good feel for them.

Note that these versions don’t use Bonds (though they don’t preclude you from resolving bonds at End of Session).

If you use these, please let me know! I’ll have questions for you!

Aid

When you help another character who is about to roll for a move, tell us how you do it. If everyone agrees that it would help, roll a d6 and they can use your roll in place of one of their dice. Regardless of whether they use your die, you are exposed to any risk, cost, or consequences associated with the roll.

When you jump in to help another character who just rolled_, tell us how you plan to do it and ask the GM what else is required or what the consequences will be. If you accept, increase your ally’s roll by +1.

Interfere

When you try to foil another character’s move, say how you do it and roll…

…+STR if you use brute force

…+DEX if you move quickly or employ finesse

…+CON if you hold steady or suck it up

…+INT if you exploit a relevant detail or expertise

…+WIS if you had a feeling they’d do this

…+CHA if you rely on subterfuge, charm, or wiles

On a 10+, they pick 1 from the list below; on a 7-9, they pick 1 but if they let you foil their move then you are off balance, exposed, or otherwise left vulnerable; ask them what they do next.

• Do it anyway, but take -2 to the roll.

• Relent, change course, or otherwise allow their move to be foiled

I threw this poll up a couple days ago, and wanted to talk a bit out the results and how I see Aid/Interfere…

I threw this poll up a couple days ago, and wanted to talk a bit out the results and how I see Aid/Interfere…

I threw this poll up a couple days ago, and wanted to talk a bit out the results and how I see Aid/Interfere (particularly Aid) playing out. Warning: this is gonna get pretty wonky.

First, the results:

● For 3/4ths of us, Aid either must (29%) or usually (46%) comes before the ally’s roll

● For only 1/4, Aid must (2%) or usually (23%) come after the roll.

I’m in the “either, but usually AFTER the ally rolls” camp myself. But I’d really like to be in the former. The move is much easier to resolve when the Aid is established before the roll it’s Aiding.

But here’s why we usually end up with Aid’s coming after the roll:

1) Aiding before the roll is a bad bargain. Seriously! If you’re rolling with anything from a -1 to a +2, the chances of rolling a 6 or 9 are 25% (it’s about 20% if you’re rolling +3). That means that there’s basically a 1 in 4 chance that your Aid is actually going to affect the outcome of your ally’s roll. That means you’re risking a miss (chances: 42%/28%/17% for +0/+1/+2 to Aid) in order to have a 1 in 4 chance of affecting an ally’s roll. And that doesn’t even consider the “danger, retribution, or cost” that you expose yourself to on a 7-9.

Aiding after the roll is a way better deal, because you know whether it’ll make a difference and you don’t bother if you can see that it doesn’t.

Now, I’m not some probability savant who just saw those odds right away. But I felt them pretty early on as a GM, and stopped encouraging my players to Aid before the dice were thrown. I knew it was likely to result in a worse (or at least more complicated) outcome.

In my home games, I’ve been using this house rule as a way to make Aid a better deal: Aid doesn’t give a +1 forward, it shifts the ally’s results 1 tier (so their miss >> 7-9, their 7-9 >> 10+, and their 10+ >> 12+ if it matters). This makes the move worth the risk (usually).

But! I’ve been playing with this mod for like 20 sessions, and I’m still not finding that my players Aid before the roll very often (like, almost never). Which leads me to…

2) Aiding before the roll doesn’t naturally fit into the conversation. At least not for me, my players, or any game I can recall being a part of. In order for Aid to happen before the ally rolls, one of these things needs to happen:

a. The GM asks a general “what do you do” and multiple players declare actions before anyone resolves any moves.

GM: “What do you do?”

Fighter: “I’ll charge up the middle, trying to get to Count Badguy before he finishes the spell!”

Ranger: “I’ll take shots at the goblins, trying to keep them pinned down so Fighter has a clear path.”

GM: “Okay, sounds like Fighter is Defying Danger with DEX, and Ranger you’re Aiding. You’re taking a bunch of shots, though, so no matter what you’ll mark off 1 ammo. Yeah?”

This is pretty seamless, but it’s not the typical way the game plays out. I only do this when a dynamic scene starts or when there’s a pause in the momentum. Normally, I’m moving the spotlight from PC to PC, making a move and asking “what do you do?” to an individual.

b. The GM asks a specific player “what do you do?” and the player responds and it triggers a roll, and the GM asks if anyone wants to help, and another player’s like “Yeah!”

This works smoothly, but it only happens if the GM is being proactive about it. It’s basically the GM making a second move, offer an opportunity, in response to the player’s declared action (which is totally legit, just not a natural response IMO). (I never do it if using standard “a 7+ to Aid gives them +1 to their roll” rules, because see above.)

c. The GM asks a specific player “what do you do?” and that player’s response triggers a roll and another player interrupts the conversation in order to Aid.

This totally doesn’t happen in my games. Maybe it’s our Midwestern niceness. Maybe my players haven’t really internalized that it’s something they can do. Maybe we’re too used to D&D and taking ‘turns.” Maybe I’m an authoritarian GM and folks don’t interrupt me? I don’t know! But I can’t really remember a case were this actually happened, in either a game I was running or playing. Does it happen in your games?

d. The GM asks a specific player “what do you do?” and that player’s response triggers a roll and that player asks the others for help before they roll.

Again, I rarely see this happen. I think it’d be awesome if it happened more often, but it doesn’t appear to be natural behavior to my players, even when they’re rolling their bad stats. I’d love to hear about it if you see this type of behavior in your games, or if there’s something you do to encourage it.

e. Some mashup of B and D, where the GM’s “what do you do?” and the player’s like “I look for a secret door or something” and the GM’s all “so you’re Discerning Realties, yeah? roll WIS” and the player’s like “ugh, my WIS sucks, does it have to be WIS?” and the GM’s like “yeah, if you’re closely studying the situation, trying to find something that isn’t what it seems, that’s totes Discern Realities… maybe someone could Aid you?” Basically, the player express dismay/discomfort/a need for help and the GM reminds the table that Aid is an option.

It’s reasonably fluid when this happens, but I don’t know that’s all that common.

Now…

Contrast all of those with “roll Hack and Slash” “Crap, a 6.” “Oh, a 6… anyone want to Aid?” Aiding after the fact (especially when the Aid is a +1 bonus) means that the roll itself serves as a conversational trigger. Someone gets a 6 or a 9, and that’s so close and a +1 would tip the scales and it’s really natural to ask “Anyone want to help him out?”

With our house rules (that a successful Aid just steps up a miss to a 7-9 or a 7-9 to a 10+), I’ve found that this still happens, but it’s mostly based on the perceived consequences of a miss or a 7-9. Like, our fighter had like 3 HP left and was tussling with a 2 or 3 goblins, and got a 7-9 to H&S… and the other party members were worried that the goblin counterattack would drop him, so they Aided. The conversational pause and prompt is still there, it’s just more subtle.

ANYHOW… (still reading?) Here’s what I’m interested in hearing from you all, especially the 75% of you who regularly see Aid happening before the roll:

What does it look like at your tables? How does the conversation actually go? Is it usually one of the a/b/c/d/e options I’ve laid above? Something totally different? Or, is there something about your play style/GM style that encourages it?

Help me understand!

Huzzah!

Huzzah!

Huzzah!

Originally shared by Jason Lutes

The Perilous Wilds is now available as a print-on-demand book via DriveThruRPG.

For some reason the link is not loading via the G+ link option, but this should work:

http://www.drivethrurpg.com/product/156979/The-Perilous-Wilds

I had hoped to coordinate this with the launch of the L&B storefront, but that’s been delayed due to technical difficulties on the hosting end.

An adventure starter for #Stonetop, inspired by the great Dungeon Starters by Marshall Miller, Mark Tygart, and…

An adventure starter for #Stonetop, inspired by the great Dungeon Starters by Marshall Miller, Mark Tygart, and…

An adventure starter for #Stonetop, inspired by the great Dungeon Starters by Marshall Miller, Mark Tygart, and others.

Breaking with the traditional form a little bit here, and I’m sure there’s a bunch of typos and whatnot. So: feedback greatly appreciated!

Originally shared by Jeremy Strandberg

When you first start a game of Stonetop, you’ll make characters and do introductions, establishing details about the village and the NPCs who live there. But then you’ll make the Seasons Change move to let spring break forth.

The result of that move should end up with a valuable insight or interesting news (on a 10+), threats abounding (on a 6-), or a boon plus a threat (on a 7-9). I’m intending to include “adventure starters” for each result.

This is the 10+ result for “valuable insight into a threat that’s been plague the steading.”

https://goo.gl/RRDWUr

When you first start a game of Stonetop, you’ll make characters and do introductions, establishing details about the…

When you first start a game of Stonetop, you’ll make characters and do introductions, establishing details about the…

When you first start a game of Stonetop, you’ll make characters and do introductions, establishing details about the village and the NPCs who live there. But then you’ll make the Seasons Change move to let spring break forth.

The result of that move should end up with a valuable insight or interesting news (on a 10+), threats abounding (on a 6-), or a boon plus a threat (on a 7-9). I’m intending to include “adventure starters” for each result.

This is the 10+ result for “valuable insight into a threat that’s been plague the steading.”

https://goo.gl/RRDWUr

You know what sucks, in pretty much every game system?

You know what sucks, in pretty much every game system?

You know what sucks, in pretty much every game system? When the sneaky/stealthy/social character sneaks off ahead of the party into some dangerous situation, and you follow that character’s actions and play that out while everyone else sits and twiddles their thumbs.

It can be particularly bad in Dungeon World because of the 7-9 results’ tendency to escalate situations, and because of how you GM: describe the situation, make moves, ask “what do you do?”

One of the best experiences I can recall having with this was playing D&D, where the party’s rogue was an NPC with very little personal initiative. He’d scout ahead if we asked him to, and he’d disappear for a bit and then the GM would tell us whether he returned and what he found.

That got me thinking… is there a way to frame “scouting ahead” in such a way that the scouting happens off-camera, and the details come out as what happened? (Rather than playing them out as they happen.) And that led me to this:

SCOUT AHEAD

When you go off on your own to explore a dangerous area, tell us how you do it and add…

…+DEX if you rely on stealth and agility

…+CON if you rely on patience and endurance

…+CHA if you rely on blending in with the locals

On a 7+, you make it back safely and the GM will describe what you encountered. Then, on a 10+ pick 3; on a 7-9 pick 1:

* Ask a question from Discern Realities about what you encountered (you can choose this more than once)

* You were able to sneak something out of there; ask the GM what

* You made some preparation or created some advantage to exploit upon your return; work out the details with the GM

* You got away clean: leaving no trace, rousing no suspicion, etc.

On a 6-, mark XP and choose 1:

* You make it back to the others but with trouble hot on your heels! Ask the GM what follows you.

* You’ve been captured, trapped, pinned down, or otherwise stuck out there. We won’t know how or where until the others come looking for you.

* You’re missing in action; the details will be revealed later

(Edited that last bullet based on discussion in comments.)

A thread over on the Gauntlet community was asking for example Drives (as replacements for Alignments).

A thread over on the Gauntlet community was asking for example Drives (as replacements for Alignments).

A thread over on the Gauntlet community was asking for example Drives (as replacements for Alignments). I’ve been writing Drives for all my Stonetop playbooks, and for a bunch of related PbtA projects that are on the backburner, so I had a fair number of ideas rolling around.

Anyhow, here’s my write-up of 4+ Drives for each of the core DW classes. Enjoy, critique, and use as you see fit!

https://goo.gl/4A4368

Some thoughts, by the way, on what makes for a good Alignment/Drive statement:

* It should provoke interesting behavior, ideally something that isn’t necessarily optimal behavior.

* Along those lines, it’s more than just “play your class.” An Alignment/Drive that has the fighter beat things up or the cleric heal someone or the wizard use magic won’t provoke interesting behavior. (Yes, a lot of the RAW DW alignments fail to meet this guideline.)

* It should involve action that the PC can proactively take (“Cause trouble by touching, opening, or tinkering with something”), as opposed to something situational that the player can’t really control (“Make a magical discovery.”)

* Ideally, it should be something that could be triggered in any or at least most session, regardless of where that session was taking place. “Improve your standing among the nobility” is poor, because what if the adventure involves you being in the Barren Wilds of Backwateria and there isn’t a noble in a 100 miles?

* Ideally, it should involve an action or response that’s observable. We should all be able to look back at the session and see that the requirement was met. (Good example: “Cause trouble for your allies by taking an unnecessary risk.”) Something that’s based on internal motivation or potential consequence is a lot weaker, and in my experience leads to rather arbitrary XP awards. (Bad example: “Take an unnecessary risk.” Was it really unnecessary? Was it really a risk? You handled it just fine…)

Obviously… all of the above is just my opinion. Interested in hearing the thoughts of others.

The first full draft of a chapter for #Stonetop. All art is placeholder.

The first full draft of a chapter for #Stonetop. All art is placeholder.

The first full draft of a chapter for #Stonetop. All art is placeholder.

I’d really appreciate anyone who’d give it a close read for language, clarity, typos, questions, etc.

Originally shared by Jeremy Strandberg

Draft of the Steading Playbook chapter. I’ve posted various versions of the actual playbook before, but herein you’ll find explanations of the stats and moves, along with substantial examples of most of the steading moves.

I’m sure it needs a bunch of editing, and I’d definitely appreciate feedback and questions. Like, for reals. Typo hunts are good, too!

(The layout is also a draft, something for Jason Lutes to eventually professionalize, and the art is all placeholder.)

https://goo.gl/NjOqCS

Draft of the Steading Playbook chapter.

Draft of the Steading Playbook chapter.

Draft of the Steading Playbook chapter. I’ve posted various versions of the actual playbook before, but herein you’ll find explanations of the stats and moves, along with substantial examples of most of the steading moves.

I’m sure it needs a bunch of editing, and I’d definitely appreciate feedback and questions. Like, for reals. Typo hunts are good, too!

(The layout is also a draft, something for Jason Lutes to eventually professionalize, and the art is all placeholder.)

https://goo.gl/NjOqCS