Showing posts with label discern realities. Show all posts
Showing posts with label discern realities. Show all posts

Saturday, September 26, 2020

Take Watch is a bad move and you're a bad person if you like it

"Did you hear that? It sounds like... click bait!"

Strong personal opinion: Take Watch is a bad move. You don't need it. Dungeon World doesn't need it. I'd even go so far as to say that it is antithetical to the rest of the game.    

Just to be clear, I'm talking about the bog-standard version in the original Dungeon World text. This one:

When you’re on watch and something approaches the camp roll+Wis. * On a 10+ you’re able to wake the camp and prepare a response, the camp takes +1 forward. * On a 7–9 you react just a moment too late; the camp is awake but hasn’t had time to prepare. You have weapons and armor but little else. * On a miss whatever lurks outside the campfire’s light has the drop on you.

It breaks the usual flow of the game. It doesn't add much of anything to the fiction, and what it does add presumes more than it should about how any given PC will react in every situation. (A full explanation, and what to do instead, after the break.)

Thursday, February 27, 2020

"Discern Realities" in Stonetop & Homebrew World

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 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)
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. 
----------------------------------- 

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)

Thursday, September 6, 2018

Discern Realities: make the question part of the trigger?

I'm thinking about making this change to Discern Realities in Stonetop and Homebrew World.

DISCERN REALITIES
When you closely study a situation or person, you can ask the GM one of the following:
  • What happened here recently?
  • What is about to happen?
  • What (else) should I be on the lookout for?
  • What here is (most) useful or valuable to me?
  • Who or what is really in control here?
  • What here is not what it appears to be?
If the answer isn't obvious, roll +WIS: on a 7+, the GM will answer honestly; on a 10+, you can also ask two more questions and get honest answers; either way, you gain advantage on the next move you make while acting on the GM's answer(s).  
Basically: 
  • Asking one of the questions becomes part of the trigger
  • The GM has an "out" to skip the roll if they think the answer is obvious

Asking a Question Before Rolling

The idea of "make the player ask before rolling" has been in the back of my mind for a long time. I haven't really done anything with it because I've never really felt like there was a problem with how the move triggered in actual play.   

But in response to my last post on Discern Realities, about triggering the move vs. just asking for details, Hobbes (who was a player in my Stonetop game for like 2 years) commented:
I'll be honest, as a player the line between "just describing stuff" and Discern Realities always seemed a little fuzzy. I can't come up with any specific examples off the top of my head, but there were definitely some times where I *felt* like a question I'd asked should have triggered DR but I got an answer "for free" (no roll). ...
I'm still not quite sure where the line is for DR. "Anything valuable?" sounds like literally one of the DR questions, and if the trigger is "player takes an action" then the "I drop a coin into the hole, do I hear it hit" would be a DR move. I'M BEING PEDANTIC AND I KNOW IT but honestly this is an interesting distinction.

And, in the G+ comments, Dirk Detweiler Leichty said something smart:
As much as possible I like to stick to telling them whatever is available to their senses, and if they have further questions, telling them the requirements ("you can't tell from here, you'd have to reach in and feel around," or maybe, "you remember something about this from your training but you'd have to spout lore.") 
This is the central loop of exploration play for me lately. ... 
Discern realities interrupts this loop and asks you to work backwards from the answer to decide what happened in the fiction. 
Discern realities gets triggered mainly when the players give up on exploring the space and want to skip to the answer. That's fine with me, I'm not here to enforce some particular level of difficulty, but it is essentially a cheat on what I consider to be the main game here (you get what you want by exploring and interacting with an imagined space.) Sometimes its fun to play with cheats, it lets you focus on other parts of play, like story, etc. 
By default though, I'm going to try to keep to the basic loop, and encourage players to find the answers by interacting with the fiction, not with the answer-button on their character sheet. I let the players be in charge of when they want to skip to the answer. If I wanted to skip to the answer, I'd just tell them.
(emphasis mine)

I don't know that I'd go so far as to call Discern Realities a "cheat," but I totally get what he's talking about it. If you and your players are interested in exploring the fictional space, especially one that has tangibility (i.e. you've prepped it out and committed to it, with maps and notes, or at least a clear mental image), then there's a lot of fun in that core exploratory loop that Dirk describes. OSR-style play is largely based on it.

The core insight of Dirk's comment, I think, is that the players should ultimately be in charge of when they engage Discern Realities, of when they skip the exploration loop and jump straight to insight.  Not every player enjoys the exploratory loop, or is good at it, or just wants to do it right now.

So, a good way to distinguish between "just asking for more details" and "exploring your environment" and "triggering Discern Realities" would simply be to make the player ask one of the questions in order to trigger the move. If they closely study the situation but opt not to ask one of those questions, then the move doesn't fire. They're just looking to the GM to see what happens, so the GM describes the situation and makes a move. If they do ask a question, the move proceeds.

This does make the trigger a little meta-level, because it involves the player doing something instead of the character. But it's something that represents the character's internal monologue, right? You're just announcing to the table what the character is trying to figure out. So I don't think it's too jarring.

There are other benefits of making the player ask a question before rolling, beyond making the trigger clear:

  • It can help inform the fiction that goes into the trigger, and whether you should tell them the requirements to answer their question. "I'm looking carefully at these jars and such on the shelves... what here is useful or valuable to me?"  "Well, they're a bunch of unlabeled clay jars. You'll have to open them up and investigate if you want to figure that out."
  • It can give you something more to work with when they roll a 6-. Like, if I know you were trying to figure out who is in charge here, I might use that as a prompt me to answer the question by having them captured and taken before Prince Jagoff! Or if they study the floor and ask what they should be on the lookout for, and I know there are pressure plate traps, I might answer their question by putting them in a spot. "Well, you know you need to be on the lookout for pressure plates, because you just stepped on one, there's a click underfoot what do you do?"

"If the answer isn't obvious..."

The second part of the change ("If the answer isn't obvious...") was prompted by this conversation with Ben M. He's asking:
GMs, a player triggers Discern Realities and rolls a 7+ when examining a location (say) which in your mind was unimportant or incidental. How do you tend to answer their questions?  Turn the location into an interesting or significant one through your answers, or give answers like "nothing much is about to happen"?
The latter puts less pressure on you but risks devaluing the risk the player took of making the move in the first place (they may have missed the roll and allowed you to make a hard move). So I often feel pressure to do the former. 
And then later, after a number of people suggest that he just say "it's not interesting" before the player rolls, he (correctly, I think) says:
[T]he trigger for DR is explicitly "closely study a situation or person" and honouring the trigger text precisely has served me well on other moves. So I wouldn't want to decide that it didn't in a situation.
And later:
I get what people are saying but "someone examined it, therefore it's significant" doesn't sit well with me.  My players aren't always (or often!) asking because they wish or think that, say, the pigpen should be significant - they're just making sure they didn't miss something.
And finally:
DW teaches us to be very particular about the wording of moves.  DR is triggered "when you closely study a situation or person" which means that a player deciding to closely examine something makes it a thing, even if they don't want it to be.  If the trigger wording wasn't totally under their control (they just say "I'm examining X") then it would be possible for the GM to justify why the move didn't trigger (say the trigger included some allusion to the significance of the thing).   
Compare this with Defy Danger ("when you act despite an imminent threat").  The player performs some action and the GM has input into whether this triggers DD because they can rule that there is "no imminent threat".  In the case of DR it doesn't seem to me, written the way it is, that the GM can't rule at all.  And once the move is triggered the player is risking a hard move, so it's hardly fair for the GM to make a habit of saying "yeah you hit your DR but there's really nothing to tell".

Which got me thinking about the revision I've made to Parley, which goes "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..."

I've found that little check ("if they have reason to resist") to be useful in play.  When the Would-be Hero goes up to the NPC she previously wronged and, hat in hand, asks humbly for his advice, I don't need her to roll. I don't see any reason why he wouldn't take that opportunity to give her an earful. But when the Heavy tries to convince the pompous, privileged town marshal to work together with Hillfolk refugees and their leader, that check makes me go "yeah, his ego and stubbornness are going to make him resist," and that informs the results of the roll.

So... same thing should work here, right?  If a player studies a situation closely, asks a question, and I think the answer is obvious (or I want the answer to be obvious), then I just answer it. Otherwise, we clarify how they're doing it (if necessary) and roll.

What would this look like in play?

(This is all done using mechanics from Homebrew World.)

The wizard, ranger, and fighter are at the entrance to the Secret Crypts of the Titch. I've got this map, but haven't keyed it or anything. It's the first session; I'm winging it.  

By Dyson Logos. Original here.
I've asked the ranger what sort of beasts they need to watch out of in these vast woods, and he's like "razor bats." I was like "cool" and looking at that map, the first room totally looks like a place that a bunch of bats would nest in. 

So they've climbed up the side of a bluff and are standing on this small platform, looking at the vine-covered entrance to this tomb.  The wizard just told me that she had discovered the location of this ancient and secret crypt in her studies, and put this expedition together to stake her claim on the site and finish her thesis. The Titch, she says, were known for their clockwork automatons and similar artifice, now largely lost to the world.  

Looking at that map, the first room seems like an obvious place for bats to lair in, so I describe how the entrance is mostly obscured by vines and brush, but there are plenty of openings they can look through. The can vaguely make out a stairway leading into darkness and catch a faint whiff of... ammonia?  

"Does it look like anyone's been here recently? Like, any tracks or anything?" asks the ranger. So he's studying the area, right? Looking for tracks. And asking, basically, "what happened here recently?" But the answer is obvious, I decide: no one's been up for hundreds up years. Except razor bats.   

Because the answer is obvious, I just make a GM move: introduce a danger. "There certainly weren't any tracks, and based on the state of foliage when you got up here, no one's been on this ledge in a long, long time. But that ammonia smell is a sure sign that razor bats are lairing down there. What do yo do?"  

The wzard says that she starts pushing the vines aside, looking for any writing or a plaque or anything like that. She's closely studying the entrance, sure, but didn't ask one of the Discern Realities questions, or really anything close. So I just offer an opportunity, and say "Yeah, you do find some old markings, carved into the rock face itself. They're like little pictographs, maybe? Definitely Titch-era."  

"Can I tell what they say?" she asks. That sounds like she's consulting her accumulated knowledge, so she Spouts Lore. Rolls a miss and I think about having the bats come flying out, but instead I build some tension and reveal and unwelcome truth. "Sorta. It's not like anyone knows how speak the Titch tongue anymore, but you're pretty sure these pictographs are a warning of some sort? Something like DO NOT DISTURB... THAT WHICH HAS NO NAME... LOST TO THE WORLD...  Funny that those books you found didn't mention any of that, huh? What do you do?"

The fighter and ranger start cutting the vines and brush aside, opening the entrance, and I decide to show signs of approaching trouble. "Ranger, fighter... you hear hissing and squeaking coming from down below, like the bats are agitated.  Like lots of bats are agitated. What do you do?"  

The fighter wants to keep hacking away. But the ranger is like "Wait. I stop and listen.  Does it sound like they're going to swarm or attack or anything?"  

"Sounds like you're studying the situation closely? You want to Discern Realities? If so, ask a question from the list."  

The ranger's like "sure" and asks "What is about to happen?" I'm thinking they're getting agitated, maybe about to swarm, but I don't think that's obvious, so I tell him to roll +WIS. A miss!  TEE-HEE.  

I'm like "you hear the hissing and squeaking, like I said, and it seems kind of steady, and then, like holy crap FLUTTER SQUEAK FLUTTER HISS SQUEAK! They burst out of the entrance and start swarming you all in broad daylight, what do you do?"

There's a fight. They manage to kill many, many bats and then drive off the rest of the swarm. We learn that the wizard's magic missile is a small blast of lightning, complete with thunder-clap, very loud and potentially dangerous. (I've made a note that the draw attention of the lightning eaters that the fighter mentioned offhand earlier on.) 

After the fight, they finish opening the entrance and peer down the stairs.  Dark, narrow, steep, slick with bat guano. The wizard casts light and sends it dancing down the stairs. I tell them that the stairs go down a bit and then a tunnel heads off to the right. I offer an opportunity and say that they don't hear any more squeaking or anything... if there are still bats down there, there aren't many and they aren't likely to be a threat. Do you head down?

The wizard brings the light back up into the stairwell itself and says "I'm moving the light around, studying the passage closely. What should I be on the lookout for?" 

I don't think there's anything in the stairwell, and I've already established that the bats are no longer a threat down there, but there's only so much the wizard could learn from outside the tunnel. So I tell them the requirements and ask and say "The stairs are pretty steep and they're going to be slick with bat guano, but beyond that you can't really tell from up here. You'd have to enter the stairwell itself and poke around if you want to learn more."  

They decide to just descend cautiously, the fighter going first, tapping each stair with the butt of his ax, staying alert. They ammonia smell is stronger down here, almost overpowering, but they get to the bottom of the stairs, no problem. That turns into a landing, and another set of stairs, and then I change the environment and describe the square room with the four columns.  There are hints of a mural on the wall, long faded, but no obvious exits or sarcophagi or anything like that. There's a thick carpet of guano down here, like almost up to your knees. It's super gross, you're all kind of retching.

The wizard spends some adventuring gear to produce kerchiefs for everyone, soaked in some lemon-scented water. They put them over their noses and mouths and enter the room. 

"I'll take a closer look at the pillars," says the wizard. They're smooth stone, marble, but each one has a metal ring inset around it, maybe six inches tall, flush with the stone. And each of those rings has a series of pictograms on them, going around each ring. Maybe a dozen pictograms on each one. I'm hinting at more than meets the eye. None of this was in my notes, but the map shows four pillars and a secret door in the floor, and the wizard's detail about clockwork & artifice made this room spring to life for me. I pretty much know exactly what's going on in here. 

I ask the fighter "what do you do?" and he says "I'm using the haft of my ax to poke around in the bat guano, looking for stuff that might be buried in there." "I'll do the same thing," says the ranger, "but with my bow."  

"Sounds to me like you're studying the situation closely, yeah? If you want to Discern Realities, ask a question from the list."

"Can we just poke around and see what we find?" the ranger asks.

"You can," I say, "but it's a big room and the guano's like a couple feet thick. You pretty quickly become sure that there's nothing really buried in it."  Then I stop, and think about it, and I decide to point to a looming danger. "Wait... no, you know what?  You do find something. Fighter, your feet kick something hard in there, but, y'know, not big. You fish it out?"  They do.  "It's a chunk of a human skull," I say. "Blackened and charred. You find more bones, too.  Scorch marks on them, but also small little bite marks all over, like razor bats gnawed on them.

"Do razor bats burn things?" asks the fighter. "Not that you know," I tell the ranger. I'm hinting at more than meets the eye now, not even waiting for the ranger trigger Spout Lore.  

I ask the wizard what she does, and she asks if she knows what's up with these rings on the pillars and the icons.  "Sounds like you're Spouting Lore? Roll it." She agrees and rolls a 7-9 so I reveal that they're a combination lock. The pictograms appear to be kind of nonsense, maybe the equivalent of "A, B, C, etc." But the rings spin around the pillars, and if you put the four rings in the right position, a lock opens. Sure enough, each pillar has a little triangular notch on it, right above the metal rings; that must be where you put the "right" symbol. I ask how she knows this and she talks about the ancient books that she found.

I jump back to the ranger and fighter, and ask what they do. "We just find the one skeleton?" asks the ranger. "Two, actually.  Well, bits of two skulls, and a whole bunch of other bones. Plus, maybe like a super-corroded bronze knife and helm?  You can't really be sure, but yeah, looks like two people died in here."

"Is there anything else in all this guano?" asks the Fighter. "Like a hidden door or anything?"

"Sounds like you're Discerning Realities, asking 'What here is not what it seems? If so, how are you trying to figure that out?"

"Same as I said before... going around, tapping on the floor with my ax head, listening for different sounds."

Now, I know that there's a secret trap door, right? And it's certainly not obvious... it was concealed before  the floor was covered in guano. But I start by telling him the requirements and asking. "It'll take a few minutes at least, and you'll have to roll +WIS, you do it?"  Sure, he says.

I ask the others what they're doing. The ranger says he helps the fighter (that'll be Aid to Discern Realities).

The wizard leaves the pillars alone for a moment and goes to study the murals. "Can I make these out at all?" I say they're pretty faded, you can barely make any shapes at all. "Huh. Well, I'll give a really close inspection. Like, I'm looking for a clue. Oh! Discern Realities, right?  What here is useful to me?"  That answer is not obvious at all, so I tell him to roll +WIS.  He gets a 7-9, so I tell him that the shape and pattern of the mural looks really familiar to him, and he thinks he's got a reproduction of that in one of his books, maybe? One you brought with you, maybe, if you expend Supplies to have it.

"Yeah, totally.  I'll get the book, carefully in this mess, and find the mural."

Meanwhile, I have the fighter roll to Discern Realities (with the ranger's help) to determine what isn't what it seems. They get a 10+, so, yeah, the fighter finds the secret door in the center of the floor, because it felt more metallic than like stone. The fighter expends 1 supplies to produce a shovel, and then starts clearing it.

Meanwhile, I have the ranger ask the next question. I then turn to the ranger and say "you got a 10+, and you were Aiding, so why don't you ask the next question." He asks "What here is most useful or valuable to me?" and I'm like not bloody much.

So I answer:"Well, I guess the bat guano itself is kind of valuable? You've heard of farmers using it as fertilizer, and sometimes wizards or alchemists have use for it, but it'd be a pain in the ass to get it all home, y'know?"

"Okay, well... what should I be on the lookout for?"

Ah!  There's a trap here, the thing that set those previous corpses on fire.  "You know, along the walls, almost buried under the guano but not quite, you find some... nozzles? Little metal nozzles coming out of the walls. They just sort of feel sinister to you. What do you do?"  He Has What He Needs to produce some beeswax (a small item, so he marks "out of beeswax" and then starts plugging the nozzles.  Smart! 

"Wizard, you get the book out and find the page. Sure enough, you find the engraving you were looking for, in the notes that led you to this place. I think maybe you found an old engraving plate engraving plate and had a print made, and it was definitely this mural. Like 4 separate pictures... a dude's portrait, a mountain, a sword, and a ship. They're laid out in a 2x2 grid."

"Oh, like the pillars?  I check the pillar on the far left corner. Are there any glyphs on it that would match up with the picture on the top left corner of the mural?"

Clever. "Are you like walking around it, or spinning the cylinder around, or what?"

"Huh? Oh, I'll spin it."

The thing is, I had decided that spinning those metal circles more than one "notch" would set off the trap. I decided these maybe ten minutes ago, but whatevs. The wizard just gave me a golden opportunity.

"Okay, well, as soon as you spin it more than like one or two icons, WHOOMP a big metal door slams shut over the entrance, it's super loud. And as you recover your hearing, ranger, you notice a... hissing sound? Coming from the nozzle you're just about to plug up. And then a sort of light gray, almost sparkly gas starts to mist out of it. What do you do?"

From there, it plays out like an action scene. The ranger tries to finish stopping up the nozzles. The fighter Bends Bars/Lifts Grates to get that big heavy door open, and the wizard Defies Danger with INT to figure out which symbols reflect the pictures from the murals, while the fighter then defies danger with CON to keep the door open while he figures that out, and they all succeed before the room fills with phlogiston and a sparker sets the whole thing ablaze.

Other considerations

If I make this change, I'll need to look at all the other moves that tweak Discern Realities.  In particular, I'm not sure how this will work with moves that let you always as a specific question for free, even on miss.  I'm thinking maybe if that's your trigger question, you get advantage on it?  

The other thing rolling around my head is an even bigger variation on the move:

DISCERN REALITIES  
When you closely study a situation or person, you can ask the GM one of the following:
  • What happened here recently?
  • What is about to happen?
  • What (else) should I be on the lookout for?
  • What here is (most) useful or valuable to me?
  • Who or what is really in control here?
  • What here is not what it appears to be?
If the answer isn't obvious, roll +WIS: on a 7+, the GM will answer honestly; on a 10+, also hold 2 Insight. You can spend Insight 1-for-1 to:
  • Ask another question about the situation from the list above, and get an honest answer
  • Gain advantage on a roll you make to act on the GM's answer(s) 
This means you would not get advantage to act on the answer on a 7-9, and that you only might get one a 10+.  It also means that asking each subsequent/additional question on the 10+ is a more active thing, and it doesn't have to immediately come after the first question or even flow from the initial act of studying the situation.  Finally, it makes the "get a bonus for acting on the answer" thing much more intentional, and less likely to be overlooked.


Sunday, August 19, 2018

Discern Realities v. Spout Lore v. Just Describing Stuff

This is another retrieval from the archives of the Dungeon World Tavern. Gerke Bouma posted about how "I still struggle sometimes with when to use discern realities and spout lore, and when to simply provide information or make them do a different type of roll." This was my response. Mostly the same as the original, plus formatting and some editing.  The examples section, though, was pretty heavily expanded on.   



Here's how I distinguish between Discern Realities, Spout Lore, and me just telling them stuff.

If they're just asking for clarification on the environment, what they see and hear and feel, what should be immediately obvious, then I'll just tell them.

  • "What are the paintings of?"
  • "Is the tunnel, like, worked stone? Or natural?"
  • "What sort of stuff is on the shelves? Anything valuable?"
  • "How many of them are there?"
  • "I drop a coin down the pit... do I hear it hit bottom?"

All of these are basically the player asking me to do my job and describe the situation. But they're also invitations to make a GM move (because they're looking at me to see what happens).

Are they asking something that really should be immediately obvious?  Tell them! Is there a looming threat you can point to at the same time?  Do it!  "Yeah, the tunnel is like, raw stone and not bricks, and it doesn't look, like, hewn... it's more like it was... melted? There are these ripple-marks, and parts in the ceiling where it looks like the stone was almost, like, dripping? What do you do?"

If you've got no idea what the answer is, you could ask questions and build on the answers. "The paintings? I think they depict a number of important historical figures... you recognize a couple of them, who are they?"

If they ask about something that wouldn't be immediately apparent, then tell them the requirements and ask"The stuff on the shelves? Just a few ceramic pots, a couple rotting wooden boxes, and a bunch of dust and spider webs. None of it looks valuable, but who knows? You'd have to like open the containers to find out. Do you?"

Now, if they they take action in order to figure out what's going on, then they're Discerning Realities. "I shine my torch all around the opening to the tunnel, looking carefully at the walls, those dripping stalagmite things, the ground."  "Sounds like you're Discerning Realities to me!"

But if they ask whether they know something (or assert that they do, or ask what they know about __, or something like that), then they're Spouting Lore"Do I have any idea what could have made a tunnel like this?" or "Do I recognize the style of the pottery? Like, can I tell where it came from or how old it is?"


If it's not clear which one they're doing, either interrogate them and/or the fiction until it becomes clear, or just ask them which move they're trying to trigger.

Also: there's nothing wrong with giving them an opportunity and just being like "Ovid, I bet you'd know something about the scenes in these pictures, what to Spout Lore?" or "Well, you could search the shelves to find something valuable, that'd be Discern Realities."  In Apocalypse World 2e, they specifically call out "Push Read a Sitch" and "Push Read a Person" (etc) as GM moves for certain threats.

(And: the GM principle of "never speak the name of your move" is talking about the GM move. There's no prohibition against using the names of PC moves, and in fact you pretty much have to name those moves in order to play the game.)


Now, for some specific examples.
From Gerke's post
Situation 1: I described one of my room in a dungeon to have various pictures of rituals etched into the wall. The room was known to belong to a cult they were investigating. One of my players wanted to examine the pictures more closely and figure out if they provided them with any more information. I did not have anything specific in mind up front.  
Discern realities' questions didn't really seem to apply to this. I went with Spout lore (which resulted in them finding a riddle pointing to a hidden door), but i'm not entirely sure this was the 'proper' way to handle this.  
What would you have let them roll, if anything? 

"Figures in a Basement," Joseph Mallard William Turner, via the Tate
Seemed appropriate.

I'd have told them what the paintings were of (generally), maybe asked a couple questions ("You recognize one of these places, where from?") and then maybe prompted them to Spout Lore ("You want to Spout Lore to see if you recognize the significance or anything?").

Assuming they Spouted Lore, on a 7-9, I'd have made up something that connected the paintings to the cult, but given only fuzzy details about it:
"You're pretty sure your recognize most of these portraits and places... and the thing that jumps out at you, is that they all were people who came from humble beginnings and rose to prominence in society."
On a 10+, I'd give them some last piece of info to make it all relevant and immediately useful, like:
"So either these guys were all cultists and the cult is responsible for their rise to power, or the cult respects their rise to power. But hey, now that you think about it... the merchant who hired you to investigate this place... didn't he used to be a lowly wainwright?"
or maybe...
"You notice something a little weird, though. In each painting, there's this strange ankh shape... all the portrait subjects are either wearing one, or holding one, or it's on the wall behind them... and you're sure it's not a heraldic device. In fact, you're pretty sure it's the sigil of a demon lord, Ahtraxis, known for enriching mortals at the cost of their souls! Hey... how did you come to learn about Ahtraxis?"
(editorial note: in the original post, I suggested that they notice the ankh in the paintings, and then notice an ankh-shaped inset in the wall, but that felt more like a Discern Realities result to me)
If, instead, they described searching the room and the paintings, I'd have gone with Discern Realities.  (Yes, of course it's a situation... you're in a dungeon, right?).

  • What here is useful or valuable to me? "The paintings are pretty nice, and would fetch a decent price if you could get them safely to a collector." 
  • What here is not what it seems? "There's a recurring ankh motif in the paintings, like all of the subjects are holding one, or the walls behind them feature one, that sort of thing. Also, there's an ankh-shaped depression hidden in the far wall." 
  • What should I be on the lookout for?  "Yeah, that ankh-shaped depression is definitely the trigger to something, like a secret door. You even find the edges of where you think the door is. But you also find a number of faint runes all around the edge... you're pretty sure it's some sort of magical trap."  
    • Or perhaps, if they'd previous Spouted Lore about the contents of the painting and gotten that 7-9 result above.... "You know, looking at these important men and women from humble beginnings... it dawns on you... the wealthy merchant who's funding this expedition... didn't he start out as a lowly fishmonger?" 

  • What happened here recently?  "Well, the paintings have clearly been here a while, though some are definitely newer than others. And this room doesn't get a lot of use, but you can tell from the dust that someone's been in and out of here somewhat recently, like in the past few days at least."
  • What is about to happen?  "What, if you poke and prod that ankh-shaped depression? Probably nothing, unless you have an ankh to put in there. Or it might set off that magical trap, if they 'key' isn't right."
  • Who or what is really in control here?  "Well, I mean, this place is pretty obviously controlled by the cult.  Hmm.  Oh! You know, you can tell that these paintings were all added over time, like based on the people in the portraits, maybe every 20 or 30 years?  And there's one that's relatively recent, showing a colonel in the King's army, Sir Montrose. He's still alive, last you heard. Is he maybe the head of the cult?"

Notice how some of the answers are affected by the previous answers, or the information garnered through a previous use of Spout Lore.  I find that this happens a lot. You establish a seed of information and truth, and then future questions/moves grow from it.

Also from Gerke's post
A player obtained an artifact belonging to the cult I mentioned before. The use of the artifact (a bracelet) has not been established yet (for the players, I do have something in mind). One of the players wanted to fiddle with the artifact around the room to see if it reacted to anything.  
Although I wasn't really planning on them doing this, it seemed cool to me. The answer "It doesn't react to anything" would be unrewarding and lame. However, simply telling them 'oh it reacts to XXX' might be a bit too easy. This action uncovering something potentially dangerous felt unfair without there being a roll involved.  
How would you have handled this?

Since the bracelet was discovered elsewhere and clearly the PCs thought it was important at the time, I'm assuming that it's already been described and the players already asked the obvious questions. If not, I'd start there.  "It's a metallic bracelet, with this blue lacquer. There's a red, glassy stone set in it, maybe like a carnelian? No, no markings, but it'd clearly be worth a fair amount of coin. The way your fingers tingle when you touch it, it might even be magical."

Now, when the PC pulls it out in the room with the paintings, if you (the GM) had something planned about the amulet and the room, you might offer an opportunity right then and there. Or, you could decide on the spot that there was a connection (even if you hadn't planned one) and do the same thing. Something like "The red carnelian is glowing; it wasn't doing that before. What do you do?" (and I bet that whatever they do, it triggers Discern Realities).

But if you didn't have any planned connection between the amulet and the room, and didn't want to introduce one... you have established to yourself that the amulet is magical and dangerous. So the player is sort of creating their own situation by waving this thing around to see what happens.  Sounds like Discern Realities to me.

  • What here isn't what it seems?  "Well, this clearly isn't just a bracelet. You feel a warm... thrum of power when you put it on, and when you move your arm about."  (Or, alternately... "The bracelet, there's a powerful, subtle magic in it... how can you tell?")
  • What here is useful or valuable to me? "Well, it doesn't seem to react to the paintings or anything. But when you move the bracelet towards a torch, you notice a slight flickering of the flame. it's, like... bending towards the bracelet, just a little.  Maybe more when you concentrate on it."
  • Who is really in control here? "No one, right now. But you sense that you can control the bracelet's power through practice and force of will."
  • What is about to happen? "As you move the bracelet closer to the flame, the flame like... leans in.  You're pretty sure the flame is about to jump onto the bracelet!"

  • What should I be on the lookout for? "Well, if this bracelet is going draw flames into it, you better watch out. Use it wrong, or lose control, and you'll probably be flinging fires around all over the place."
  • What happened here recently? "What, to the bracelet? Or this room?  Nothing. You guys are the first people to enter this room in years, maybe decades!"



Saturday, August 18, 2018

In Defense of Discern Realities

I posted this essay on G+ back in 2016. At the time, there was a lot of talk and swirl on the Dungeon World Tavern about whether Discern Realities was a good move, and when it triggered, and how to use it. This was my response.  I'm re-posting it here to make it easier to find, and as (hopefully) the beginning of a series of posts on using Discern Realities. I've added some formatting and cleaned up a few typos, but it's otherwise unchanged from the original. 


I love the move. It's one of favorite things about DW. It's not perfect, and it occasionally grinds gears. But it consistently moves my games forward in ways that I'd never anticipate otherwise.

When does Discern Realities trigger?

In the previous thread, there was a lot of back and forth about when you should or shouldn't trigger Discern Realities. The trigger in the move (closely study a situation or person) is pretty wide open; I can see where the confusion comes from.

In play, I rarely find there to be any confusion. It triggers when I ask a player what they do, and they describe doing something with the intent of gaining more information.

  • "I'll toss the room, looking for valuables."
  • "I'm gonna take a closer look at that wall."
  • "I'm staying just outside the clearing, looking the hovel up and down."
  • "I keep my hand near my sword, but size these guys up."
  • "I peer out into the darkness, looking for threats."
  • "I try to calm down, take it all in, figure out what's going on."
  • "I'll wander about the area, looking for tracks or spoor or other sign of big game."

I can hear the objections: "But XYZ isn't a situation!"

Of course it's a situation. Didn't you just make a GM move?  And ask them what they do?  This is Dungeon World. Think Dangerous and fill their lives with adventure. Something bad is almost always right around the corner.

Now, sometimes you'll ask them what they do, and they won't tell you.  They'll ask you a question instead. That in and of itself is probably not Discern Realities. That's them asking you to do your job (How to GM > Describe the situation, Make moves)
GM:  "You enter the room. There's a rumpled, musty bed in the corner, a dusty old bookshelf, a frayed tapestry on the wall showing, um... like a forest with a castle in the background and like a few dudes on horseback in the foreground.  There's no door but the one you came in. What do you do?"  (Notice I didn't really make a move there.) 
Wizard:  "What's on the bookshelf?" (Not Discern Realities; just asking something that should be apparent.) 
GM: "There's probably a dozen old tomes on the top shelves, and some brickabrack on the bottom shelves. You can't really see them well from the doorway, especially not in torchlight. You get closer?"  (Tell them the requirements & ask) 
Wizard:  "Yeah, sure. I step in and peer at the books, what do I see?" 
GM: "Ooh, yeah, now that you're closer you can see that a few of them are definitely tomes of magic! But as the torchlight flickers, you see a... shifting? shimmering? Like there's some sort of almost unseen field between you and those books.  What do you do?"  (Offer riches at a price) 
Wizard: "Huh. Like a forcefield or something?" 
GM:  "Could be. It's just this vague shimmering in the air. Like a heat shimmer, but not as intense. You barely saw it."  (No GM move. Just clarifying what the player already perceived.) 
Wizard:  "Okay, I'll slowly move the torch around, trying the find the edges of that ripple." 
GM:  "Ah!  Sounds like you're studying the situation closely! Discern Realities!"

But Why Do the Questions Have to Come From the List?

Yeah, it's partly a holdover from Apocalypse World. And it's definitely the most jarring part of the move. For example, in my moving-the-torch-around-to-find-the-edges example, the player might be like "dude, I just want to find the edges... that's not one of the questions!"

But here's the part that's brilliant: the questions force them to ask something meaningful.  Something that will propel the situation forward into action or deeper into context.  If you just answer the question "where is the edge of the shimmering effect," you're just encouraging pixel bashing.  Seriously. What happens next? Nothing about that answer will propel the situation forward.

The Discern Realities questions? They almost always will propel the situation. (Even "What happened here recently?" will likely add information that deepens the overall scene. "Nothing," you might say, "the way the dust has built up, not just on the bookshelf but on the floor and the bed... no one's been here for years." That's way more interesting and meaningful than "6-inches from the top center book.")

Another reason the questions are great: they force the player to prioritize. What are they looking for, really?  Are they more concerned about threats ("What should I be on the lookout for?") or opportunities ("What here is useful or valuable to me?") or deception ("What here isn't what it appears?") or or or.  The move forces them to pick.

(By the way, if it really bugs you or them, try this: let them ask more-or-less any question they want, but answer one the questions from the Discern Realities list--whichever one is the closest match. Can't tell which one is the closest match? Ask them questions about what they're hoping to find, or about how they do it, until you know.)

On a 10+, the questions make them think more broadly. They got what they were most interested in, but now... what else might they glean from the situation? This is where I find the most fun happens.
Wizard: "Um, first question... I guess, what is about to happen? I'm trying to figure out what this field does." 
GM: "Okay, cool. You find the edges of the shimmering field, about 6 inches from the books, yeah.  And as you carefully move the torch closer, the field almost starts to... solidify? No, more like... tense.  You're pretty sure it's about to lash out with some arcane force if you get any closer. Next question?"   
Wizard: "Huh. Okay... um, what is useful or valuable to me?" 
GM:  "Well, the books, obviously. But... well, yeah. You keep moving the torch around carefully, and you notice two things.  First, the field actually seems to be emanating from just one of the books. Out in, like, a sphere from that one.  It covers all the others, but, it's centered on one of them.  Also, you noticed that the field isn't triggered from the flame, just from the physical part of the torch itself.  Looks like energy can pass through it, but matter can't. Last question?" 
Wizard:  "Oh, hmmm... who's really in control here?" 
GM:  <pause>  "Huh, let me think about that for a sec....  Oh! You guys are! This place... the dust, the musty smell, the cobwebs in the corners... no ones been in this room for months, maybe even years.  Yeah, there's some sort of weird protective field around these books, but there's no sign that anyone's gonna be coming back for them anytime soon." 

Finally (and this is important to remember): sometimes the answer is a negative. "Who's in control here?"  "No one. It's a damn free for all."  "What isn't what it seems?"  "Nothing. This lady has been totally honest with you." "What should I be on the look out for?" "Not much. This place looks pretty safe."

Yeah, those answers might be kinda boring, but they are super valuable answers. Players can make informed decisions with those answers. They're great.

But the Move Takes Us Out of the Fiction!

Maybe? But it doesn't take you out of the conversation. You're still talking about what's happening in the game, aren't you?

Obviously, this is a personal taste thing, but: I find "immersion" to be somewhat overrated. I don't want to lose track of the fiction, but I don't mind having a conversation about what the fiction entails.

Nonetheless, I try to couch my answers in terms of what the characters actually perceive, and what they infer from that. That helps keep the move grounded in the fiction, a lot.

(Related: they often get better, more immediately useful answers if they discern realities up close and personal than if they just study a situation from afar.)

Another trick: I try to always answer their last question by either making a GM move and/or by switching focus to another PC. That way, the questions and answers blend nicely back into the normal flow of play.
e.g. "...no one's gonna be coming back here anytime soon. Hey, thief, while the wizard's been waving the torch around, what have you been up to? That chest at the foot of the bed seems to be padlocked shut, though the lock has gotten all rusty. What do you do?" (present a challenge that fits a class's skills).

"Isn't the +1 Forward Hard to Track?"

Yup, sure is.

It's particularly hard to remember because:

  1. it doesn't always trigger (someone has to act on the answers)
  2. if it does trigger, it might not matter. Any given +1 bonus only matters on 1 in 4 rolls (i.e. results of 6 or 9, after modifiers).
However, the +1 forward does give the GM's answers mechanical weight. If you Discern Realities ask the GM "what here is useful to me?" and get an answer like "um, your sword?" you might have been like "duh."  But you get a +1 to hack and slash (or defend, or whatever) if you can act on that information--and it's a pretty easy thing to act on!

And if you forget about the +1 forward?  The questions from the Discern Realities list will still be propelling the game, so it's no huge loss. That +1 probably (3 in 4 times) wouldn't have mattered anyway.
Editorial note: in my personal games, I've switched over to using Advantage and Disadvantage instead of +/- X modifiers.  'Vantage means roll an extra die and drop the lowest/highest. So for Discern Realities, the rule is "gain advantage on your next move that acts on the answers."  In a face-to-face game, you can represent that by having the player add an extra d6 to their usual "dice pile."  They might not actually get to use it, but they at least have it there as a reminder.  

In Summary

Discern Realities triggers when a PC takes action in order to get more information.

If the player is just asking you questions about what they see/hear/feel/know, and it's stuff that would be obvious, just provide the details. If what they want to know wouldn't be immediately apparent, tell them that and ask them how'd they'd learn it... and that will almost always trigger Discern Realities.

The questions are great because they force the players to ask questions that provide depth, texture, and momentum. They force the player to pick what's actually important to them. The extra questions on a 10+ prompt us (the players and the GM) to think about the situation more deeply than we would have otherwise.

The move can definitely "pull you out of the fiction," but I don't think that's a bad thing. And you can use your answers to put everyone back in the fiction.

Yeah, the +1 forward is easy to lose track of, but think of it as gravy. It's not the main dish, but it adds a little something-something when you put it on top.

Obviously, this is all just my opinions and experiences!  Your experiences might be very different than mine.  But I find Discern Realities to be one of the main drivers of my games.