I'm tentatively planning to run my first DW session sometime during the holidays, but am still uncertain about a few things.
When do you inform players about custom moves? Take, for example, the "When you open a sewer hatch..." move on page 347 of the rulebook. Would you tell them about that when they enter the sewers, or when they first attempt to open a hatch?
When creating a custom move, may I assume that the only time I need to worry about coming up with a list of 10+, 7-9, etc. results is if the move would be triggered by a character's deliberate action?
With that out of the way, could you tell me whether the following might be a valid custom move? I'm thinking of running a session based loosely on the old D&D B1 module "In Search of the Unknown," and I thought the Room of Pools would be a good place for one.
When you drink from one of the pools, roll + WIS (not sure if it should be WIS or CON). On a 10+, choose 1. On a 7-9, choose 1, but the water has a secondary effect that the GM will tell you about. On a miss, the GM will tell you what happens.- Heal 1d6 damage.
- Take +1 ongoing to hack and slash until the next time you make camp.
- See in your mind's eye the location of the nearest treasure.
(These are just placeholders. There may be more/other options.)Does that work? What if someone else drank from the same pool? (The pools in the original module had different effects, but they weren't random.) Would you need a "When you drink from the same pool..." move?