I'm curious when we all started to think Dex = speed...kinda like Strength =/= Bulk
Well, I took the act fast choice for choosing Dex straight from the rules written in defy danger, specially because they are not defined in DW aside from that move in particular.
Completely off topic but interesting to note.
Anyway, so basically you suggest using Defy Danger with custom consequences based on the scenario....so the exact same thing as a custom move based on a stat of choice with an outcome that fits the fiction...
I think my advice is more akin to use a move that is done and ready to use instead of spending time to create a custom move that will work for a single situation or get so generic it will end up being defy danger written for chases, meaning two moves that do the exact same thing.
But if you prefer to have a specific move for this, go for it, I just don't see the need to make a move that I already perceive as existing in the game, that is all.
AKA: The exact same thing as just making up a move for it.
Yup, the exact same thing, so, why make a new move then.
Fair enough. I discounted Defy Danger in my original post 'cos it seemed too much of a zoom out for the immediate fiction - too meta, like resolving a whole combat in a single roll - but if that's the only real solution I can handle it.
My suggestion of using a given number of "counters" is directed at the notion that you can only use defy danger to completely resolve an entire situation, this kind of zoom in will work great for some situations, and how hard you want it to be is how many counters they need to accumulate.
It is not built in the rules, mind you, but very little rules have that kind of counting in the system, and I have used and seen it used quite frequently.
Basically you're redefining DD to be generic contest resolution - full success, partial success, fail - which is as AmPm says the same as a custom move. Imagine the same situation without the giants, the 'danger' being 'the orcs get away', and it's clear can the 'danger' doesn't need to be dangerous at all - it's just 'you fail at what you're trying to do'.
I don't see myself redefining anything, in a system when I need to create an ad hoc rule I usually look for similar rules, I suppose most people do the same, Defy Danger doesn't write itself for this kind of situation, but is easily used in it, if a custom move would just have the same structure I prefer to avoid the time spent on a new rule when I can just tag one the players and myself are familiar with and it can solve things well.
I think that's pretty much what I've been gleaning from play - if there's no clear move, roll 10+ for complete success, etc. I was originally looking for something a little more attritional for chases, hence the 7-9 result upthread.
The system is not meant to prolong specific actions, and I can see how that can become a problem, it is entirely based on the idea of failure generates a new situation, incomplete success and success changes things, as you say.
The 7-9 options upthread are nice, but the entire move there seems like a specific instance of defy danger, the 10+ result also resolves the entire sequence, the 7-9 follows up into the chase and the 6- ends with an unsuccessful chase or a successful one, something I find mind boggling.
By using the counters idea I effectively created more attrition, moving out of the one roll solve it all part, you can look at it as hp applied to a scene, the characters are burning the hp when they succeed and the opposition is healing the hp when the party fails.