Discern Realities is a move that is near and dear to my heart. It's one of my favorite moves, and I've written about it at length: I tried using that "make the question part of the trigger" approach to the move a couple times, but didn't really like how it worked in practice. Either the players had to keep the questions constantly in mind and intentionally ask them, or as the GM I had to keep them constantly in mind and watch for the players asking them. Also, a lot of my playbook moves add questions you can ask to Discern Realities "for free, even on a miss" and those don't jive well with the "ask first" approach.
So, for Stonetop and Homebrew World, I use Discern Realities as follows. It's quite similar to the original, the key differences being:The accompanying text is the first draft of what I plan to put in the Stonetop book. It'll probably get cut down a little to fit on one spread, but this is the text that I wish I had when I first started learning to run Dungeon World. I hope you find it useful, too.
- the trigger specifically includes "looking to the GM for insight"
- both games use advantage/disadvantage instead of +1/-1 forward
- "Who is control here?" has become "Who or what is in control here?" (with "their fear" or the like being legit answers)
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Discern Realities
When you study a situation or person, looking to the GM for insight, roll +WIS: on a 10+, ask the GM 3 questions from the list below; on a 7-9, ask 1; either way, take advantage on your next move that acts on the answers.
- What happened here recently?
- What is about to happen?
- What should I be on the lookout for?
- What here is useful or valuable to me?
- Who or what is really in control here?
- What here is not what it appears to be?
Player: "Uh... what should I be on the lookout for?" GM: "Well, funny you should ask..." (image by Jakub Rozalski) |