In both Stonetop and Homebrew World, I've rewritten the Parley move to be at least as much of a "gather info" move as a "convince them" move. What follows is the text of the revised move and a draft of the "discussion" write-up for Stonetop.
The evolution of this move was... involved. It started with a post from Johnstone Metzger (a very sharp dude whose stuff I strongly recommend), which was sadly lost to the Google+ vortex. If you're interested, you can read through the various drafts (and surrounding discussion) here:
- Initial draft (discussion here and here)
- Second draft (discussion here and here)
- Third draft (discussion here and here)
- Fourth draft (discussion here), leading version 4.5
- More-or-less final version discussed here
My gripes with the standard version of Parley boil down to:
- The trigger ("When you have leverage on an NPC and manipulate them...") requires too much processing and too many decisions. By the time we've figured out whether or not the PC's action counts as leverage, the roll feels superfluous or (worse) contradictory.
- The 10+ result and the 7-9 result often just don't work in the kinds of situations that adventurers find themselves. At least, not without elaborate mental gymnastics.
Ultimately, what I like about the Stonetop/HBW version is that:
- It's easy to recognize when a PC is pressing or enticing someone, and from there whether a roll is necessary. You don't have to consider "is this leverage?" You just consider "are they resisting?"
- The question posed by the move isn't usually "will they do what you want?" but rather "what will it take to convince them?" The move is basically an opportunity for you to tell them the requirements, and in so doing, reveal the NPC's personality and motivations.
- The 7-9 results are quite easy to work with. I'm particularly fond of the "distasteful" option.
- It's very flexible, and works in a wide variety of situations.
Also, these revisions led to a PC-v-PC approach that I think works pretty well.
Parley (vs. NPCs)
When you press or entice an NPC, say what you want them to do (or not do). If they have reason to resist, roll +CHA: on a 10+, they either do as you want or reveal the easiest way to convince them; on a 7-9, they reveal something you can do to convince them, though it’ll likely be costly, tricky, or distasteful.