Tell me your favorite or a memorable 7-9 result.
How long do you contemplate a 7-9 result? Do you go beyond 10 seconds? 30 seconds? What is your default technique just to keep the game flowing?
Tell me your favorite or a memorable 7-9 result.
Tell me your favorite or a memorable 7-9 result.
How long do you contemplate a 7-9 result? Do you go beyond 10 seconds? 30 seconds? What is your default technique just to keep the game flowing?
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i will happily go beyond 30 seconds to make sure what i come up with is strong. i don’t consider it my sole responsibility as MC to keep the game flowing. i trust that if everyone at the table brings it, and the rules of the game are good, that “flow” will take care of itself.
On the standard moves he only ones that require much extra thoughts are act under fire, manipulate and open your brain. The others are just chosen from a list. Am I missing something?
Oh dude, I have SO MANY memorable 7-9 results. I don’t have A favorite.
– On a 7-9 for Act Under Fire during a raider chase, I let the player choose what fell out of the back of the truck, some of their valuable cargo, or an NPC gang member. That was fun.
– A mixed result for Healing Touch led to AUF for the Angel healing an NPC and she rolled a 14, which was advanced, and basically “unlocked” her discovery that she could heal her own infertility, that was kinda awesome
As for how long to decide results of a 7-9, I’ll take a minute, and I’ll even toss out really vague ideas to the players to see what they nibble on, if I’m really stuck.
I’m running Dungeon World, and most that game is AUF. I think I need to have a 7-9 result in mind before I say, “That AUF.” Or maybe do the Lady Blackbird thing, “wow, that sounds sort of dangerous, what are you risking?”
Maybe it is me but after 10 seconds of thinking I start to feel the pressure and that’s when I make some strange decisions.
My favorite AUF for my last DW game was the Fighter trying to jump over the Fire Beetle before it could breath on him. I had already really built up just how hot and molten this beetle was (lots of announce future badness), so he landed in the melted ground behind the beetle. Gave him the option to get out safe or open strike on the monster.
I’ve definitely mulled over possible results for over 30 seconds. It can start to feel interminable, but I try to let that go for a bit. It helps that I don’t feel pressure from my players and just from myself. But I also try to keep in mind that my ideas for results or other parts of the game don’t have to be perfect. Sometimes: just go with it.
If you have nothing, if you’re drawing blanks, what do you tend to do? Ask the group? Say: “Meh, just take 4 damage from (Fill in the blank)” ? Something else?
Any other tricks you can think of?
I ran more DW since this discussion and I think my 7-9’s were much better. Now, before I even asked for a roll I would prep my self about the 7-9 result.
I’m still new to the system myself. I haven’t specifically polled the group, though that could be a good idea in some situations. I don’t think I’ve ever been completely stuck; there are some easy enough fall backs usually, but I want to vary it (more or less your issue with “take some damage”)
You have any favorite 7-9 results you could share (so we can steal)?
I wish I did. I’m only about three or four sessions in, so I’d love to hear what others have done as well. I do like offering hard choices and bargains when it’s appropriate. It gives the players a decision (and helps me see what’s important to them). It also has the potential to put them in interesting positions. I also occasionally make or set up a move that isn’t directly related to what the PC just did–this is useful when nothing else is coming to mind, though it’s not something to do all the time. I probably do that more on a miss, though. I have some ideas waiting for my brainer, weird images to trouble him, the result of his one night stand with the creepy woman who lives in a lighthouse and collects dolls, who is now obsessed with him.