This is my inaugural episode which I am kicking of with my design of a move for Dungeon World that enables players to conclude scenes in a dramatic fashion. Show notes: Gain Advantage When you have made a move that improved the situation to your advantage, you may roll+advantageous holds.
10+ You gain an advantageous hold. 7+ You gain an advantageous hold and the GM makes a Hard move. 6- The GM makes a Hard move describing how you loose your current advantage and all holds.
Conclude the scene When you have 1 or more holds you may spend all holds and roll+advantageous holds.
10+ You may narrate how the scene concludes in line with the established fiction. 7+ The GM asks you a few questions and your answers define how the scene concludes. The GM can build on that with a YesAnd in a way that may or may not complicate your future. 6- The GM narrates how the scene concludes. This may include a surprising twist and turn of events, often for the worse.
The idea behind these moves is to empower the players and enable the characters to conclude scenes in a dramatic and exciting fashion. Pressing for and using your advantage is always risky and setbacks have immediate consequences. In situations where the players clearly have the upper hand or when it fits the fiction, the GM may award a hold. Signaling that they may conclude the scene if they want to. Farflung - An RPG powered by the Apocalypse Read more about it here: https://www.drivethrurpg.com/product/196384/FARFLUNG-SciFi-RolePlay-After-Dark
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