When you find yourself in total darkness, roll + WIS. On a 10+, choose 2. On a 7-9, choose 1.As written it's hilarious, and captures the essence of Zork in a single Move. It's great. However I wouldn't use it for an actual Dungeon World game for the same reasons the posters above me have listed.
- You recall, to your delight, that you stuffed a torch into a little-used pocket or pouch, and light it.
- As you grope around in the dark, you discover a hidden feature or object.
- You are not eaten by a grue.
When you find yourself in total darkness, roll + WIS. On a 10+, choose 2. On a 7-9, choose 1.This way, not choosing "You are not spotted by a grue." doesn't mean instant death for the character. I mean yes, that's what would happen in a Zork game, but it goes against the "Always ask 'What do you do?'" principle of Dungeon World. Getting eaten by a grue is a fine (if exceedingly harsh) hard move, but 7-9 should fundamentally be a success.
- You recall, to your delight, that you stuffed a torch into a little-used pocket or pouch.
- As you grope around in the dark, you discover a hidden feature or object.
- You are not spotted by a grue.