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Dungeon World / Stun, Debilities and taking penalties forward
« on: February 04, 2014, 09:37:10 AM »
Hello,
New to Dungeon World, and possibly running my first session this weekend, and having read the rules and the guide, I've still got a few questions...
Now, as a GM move, I can (among other things) deal damage or use up resources. Can this include things like stun, debilities or taking a penalty forward?
Here's an extended example that's popped to mind, and I'm just trying to see if I've got the Moves right: a fighter launches himself at a cave troll. He attempts to leap onto its back, defying danger--and fails. Instead of scrambling onto the monster's back, he finds himself plucked out of the air and slammed up against the cave wall and pinned there (Turn their move back on them).
Should that deal damage? (Or should Deal Damage usually be a distinct move?) Could the impact also (or should it be only?) stun him? In reaction, the fighter wants to fight his way free (his allies being too preoccupied to help.) Would this be a fair distinction: a -1 to hack and slash as his broadsword is awkward at this range as he tries to pommel smash the troll's wrist?
Or would this be a case of defying danger to break free, rather than hack and slash; if he'd attacked the troll instead, looking to hurt it rather than get free, then that would be hack and slash? Can he combine the two, hack-and-slashing the arm to get he troll to drop him, but also inflicting harm? Or should a Defy Danger get mixed in there?
Say the poor guy fails again; now the troll pitches him across the room (separate them!), where he smashes into the opposite wall: damage that skips armour? Or rather: he dents his sword against the troll's hide (use up their resources)--would that give it a -1 until he hammers it back into shape or finds a replacement?
Basically, I'm wondering how many moves I can trigger at once, and when it's "following the rules" to assign a -1/+1 to a move, or to give a debility.
Cheers!
New to Dungeon World, and possibly running my first session this weekend, and having read the rules and the guide, I've still got a few questions...
Now, as a GM move, I can (among other things) deal damage or use up resources. Can this include things like stun, debilities or taking a penalty forward?
Here's an extended example that's popped to mind, and I'm just trying to see if I've got the Moves right: a fighter launches himself at a cave troll. He attempts to leap onto its back, defying danger--and fails. Instead of scrambling onto the monster's back, he finds himself plucked out of the air and slammed up against the cave wall and pinned there (Turn their move back on them).
Should that deal damage? (Or should Deal Damage usually be a distinct move?) Could the impact also (or should it be only?) stun him? In reaction, the fighter wants to fight his way free (his allies being too preoccupied to help.) Would this be a fair distinction: a -1 to hack and slash as his broadsword is awkward at this range as he tries to pommel smash the troll's wrist?
Or would this be a case of defying danger to break free, rather than hack and slash; if he'd attacked the troll instead, looking to hurt it rather than get free, then that would be hack and slash? Can he combine the two, hack-and-slashing the arm to get he troll to drop him, but also inflicting harm? Or should a Defy Danger get mixed in there?
Say the poor guy fails again; now the troll pitches him across the room (separate them!), where he smashes into the opposite wall: damage that skips armour? Or rather: he dents his sword against the troll's hide (use up their resources)--would that give it a -1 until he hammers it back into shape or finds a replacement?
Basically, I'm wondering how many moves I can trigger at once, and when it's "following the rules" to assign a -1/+1 to a move, or to give a debility.
Cheers!