Hi.
In my hack there is sneak move based on idea from “custom moves” chapter from AW. The problem is I gave it as playbook move to one of archetypes (Scout / Assassin), but during a play I noticed it wasn’t the best idea, because every PC can in theory try to sneak.
So, I wonder how to solve that. I can see following solutions:
– Make Sneak general move, give assassin some “power up” move, which makes her better at sneaking.
– Make general sneak move harder (for example simply roll, not roll + cool), or with less options.
– Not allow sneaking for other characters.
Personally, I don’t think the last option’s good, I’m not a fan of saying player can’t do something which is at least marginally possible. Or maybe there is another solution?
I’m in favor of the first option; everyone can sneak, the Scout/Assassin is just better at it.
But not better because they get bonuses to the roll. Better because the move gives the player more control over the narrative. For an example of what I mean, look at the Dungeon World Fighter’s more Bend Bars, Lift Gates.
Any character can try to smash something, but they’ll probably trigger the Defy Danger move. That gives the GM a lot of leeway to make the character’s life interesting on a 7-9. Meanwhile, the Fighter’s options in Bend Bars, Lift Gates gives them much more control over the situation, even on a 7-9 result.
I would do something similar with your sneak move. Give the Scout/Assassin character a move that gives them more narrative control of the situation than a “regular” person wuolf have.
Yeah, Christopher Stone-Bush pretty much said it all. I agree 100%.
Have a catch-all move. In Dungeon World, it’s Defy Danger. In Apocalypse World, it’s Do Something Under Fire. No matter what they’re doing, there’s a danger they’re risking or an enemy they’re trying to overcome. It’s very general, and there are a bunch of playbook moves that overwrite it for specific situations.
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Thanks for suggestion. I never looked at “Do something under fire” that way, usually used it for situations where someone was trying to actively harm / stop characters, but maybe I didn’t get it correctly.
“Act under fire” is even used for sneaking in an example in the AW book, IIRC. I stand by the suggestion for a custom Move for expert sneaky people, though!
And if you wanted sneaking to be a basic move that all characters do a lot (players will generally steer the fiction towards triggering their moves, so having sneaking as a basic move means sneaking will be a basic part of the game), you could look at Dungeon World’s Backstab/Hack & Slash, or Aimed Shot/Volley. Volley and H&S are basic moved that everyone can do, but the ranger and thief can do more. They get automatic damage or extra options, I’m sure you could come up with something similar for a sneaking assassin.
I’ve had to miss that example though. Thanks for pointing that out.
Kevin Farnworth I didn’t read Dungeon World but maybe I should then. And yes, I don’t have anything against using that move more often, players are small guerrilla unit, so it is common activity for them, or it should if they want to stay alive.