Hi everyone!
We have issues deciding scene about gambling of two PC characters. Basically they were playing card game. Scene was very anticlimactic because we could not come up with interesting moves to decide who is winning. Do you have any ideas for a general gambling move. I looking for a move that can be used for playing poker, dice, chess etc. We play DW so Wisdom would be the best resource to use for this roll
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For this I would suggest actually playing a card game, anything from War to Blackjack to Go Fish. For dice, play Craps or Cosmic Wimp-Out. Any game that is short and that someone could bet on would work.
I have additional thoughts, but it must wait.
What are the stakes? Are they playing to pass the time or decide who has to cook dinner? Is one trying to tease out a secret from the other, or persuade them to do something, or is it an attempt to assert dominance?
What does it matter who wins? If the stakes don’t matter, it’s fiction, but not a move.
Yeah just actually gamble
Since this isn’t a Move, the GM makes a Move. That’s what happens when you don’t have a Move for something.
Alternatively, since this is DW, the PCs could Defy Danger with INT, WIS, or CHA depending, and the other PCs can Interfere. Adjudicate the results from there.
Thanks for advices. We defied danger on wis but no tension as we both has 10+. It was just casual play. But how to make it fair for both players.
Only one PC Defy Danger (maybe the worse gambler) and the other one Interfere (better gambling skills)
Thanks for the advices. This brings me to a question. How would you basically MCed pvp?
If two PCs wade into Melee, both roll Hack & Slash, both roll Interfere. PvP is not the intended use of Dungeon World, and so it is deadly.
Yeah I know but what if once in a while the fiction just makes them fight against each other. Maybe there are moves from different hacks or custome moves
Making it fair should be secondary to making a move, I think. Show signs of approaching danger by having the doom card be dealt every hand to the elf. Or tell them the requirements and ask by telling the thief that they’re losing, but they could use their deft hands to cheat to a win. your gambling scene wasn’t anticlimactic because you didn’t have a good move for who won. It was anticlimactic because it didn’t contain any important fiction. GM moves are designed to inject exactly that.
I would ask one of the gamblers why did he win and listen to his answer, then I would ask the other one did he actually lose or he let the other guy win.
To me it builds fiction and the inner struggle between characters better than making a move out of context.
As for PVP, I think one of them should make Hack&Slash with other Interfering then if they want to continue fighting the other one rolls Hack & Slash with first one Interfering.
Both H&S happen simultaneously, I believe Adam Koebel or Sage LaTorra ruled at some point.
Aleksander Wojtal if the Fiction makes them fight, you do what I said. It’s messy. If you see your game having a lot of PvP, you’ll want to write a custom move that suits your table, your players, your fiction, and your needs.