I wanted to share a cool move I just came up with over on the Tavern!
Run Away!
When your party decides to retreat, determine who is the leader. When the leader uses their talents to help everyone escape, they describe how they do it and roll+STAT. On a 10+ you get everyone clear of danger, no worse for wear. On a 7-9 choose two:
– You escape without further injury
– Your party does not get separated
– You don’t leave anything valuable behind
Take a -1 to your roll for each member of your party who is over their max load or who currently has an injury or debility that would hinder your retreat.
With this move, you could have the fighter lead the way to escape a goblin war band that is raining arrows on the party. He could Run Away with his STR to lift a large chunk of the broken wagon and use it to shield the party from the arrows. If he gets a 7-9, he could choose to not separate the party, since they are all under the chunk of wagon, and not leave anything valuable behind since he is good aligned and doesn’t want the princess they were escorting to get left. The GM could say he suffered the Weak debility afterwards from straining his back (He didn’t choose to escape without further injury).
The Wizard could RA with INT to know just where on the tree to fire his magic missiles in order for it to topple and form a bridge across the canyon so they can escape the Hydra, who will be too large to cross without it collapsing. She might choose to escape without further injury and not to leave anything valuable behind (she doesn’t want to lose that arcane artifact she found in the Hydra’s lair). The GM could then say that one or more of the party members end up getting caught out on the log when the Hydra tries to shamble across, causing the tree to split and the Hydra and unfortunate party members go plummeting into the river below.
A really cool scene could happen if you are the leader. You could ask the GM to have you be the one left behind if things go south, like Gandalf in the Mines of Moria. Noble sacrifice and progressing the story in one go!
Like I shared over the, here’s some alternate 7-9:
On a 7-9, you can do it, but (choose 1):
-you lose the ground you’ve gained
-you lose an opportunity for a specific treasure
-you give opportunity to a threat
Like I shared over the, here’s some alternate 7-9:
On a 7-9, you can do it, but (choose 1):
-you lose the ground you’ve gained
-you lose an opportunity for a specific treasure
-you give opportunity to a threat
Sounds solid
Sounds solid
Very cool
Very cool
I’m confused – are you having them make a DD roll, and then a Run Away roll? Or just one roll? Feels like just one roll.
I’m confused – are you having them make a DD roll, and then a Run Away roll? Or just one roll? Feels like just one roll.
This is really timely for me. I have a DW game coming up that’s set to begin with the party fleeing a burning building in the middle of a busy market district. A building that they went in to “retrieve” something from and essentially caused an explosion and the resulting fire, so we’re going to begin with guards vacating the building, townsfolk fleeing in panic, and the stationed soldiers in the area becoming aware of them as they hop out of a second store window and into the chaos of the street. I had actually began writing up my own custom move that went like this…
Custom Chase Move:
* Ask who is carrying the container of salamanders, this person gets a – 1 forward on chase rolls
* Phase 1: Have everyone roll (no mod), to determine whether they managed to stick together or get separated-
* 10+ group sticks together and gets +1 forward on Aid roll in Phase 2
* 7-9 group sticks together, but gets – 1 forward on Aid roll in Phase 2
* 6- group gets separated and cannot roll Aid/Interfere
* Phase 2: Have each of them roll +Mod to describe a close call moment in the chase based on the Mod choice. Group members can aid/interfere after the roll is made, but must describe the fiction for how they assist.
* 10+ and it’s smooth sailing back to Ellis’ location
* 7-9 ???
* 6- and they’re captured by the city guard
That’s about as far as I got, but I think you may have filled in some of the blanks for me. Thanks OP!
This is really timely for me. I have a DW game coming up that’s set to begin with the party fleeing a burning building in the middle of a busy market district. A building that they went in to “retrieve” something from and essentially caused an explosion and the resulting fire, so we’re going to begin with guards vacating the building, townsfolk fleeing in panic, and the stationed soldiers in the area becoming aware of them as they hop out of a second store window and into the chaos of the street. I had actually began writing up my own custom move that went like this…
Custom Chase Move:
* Ask who is carrying the container of salamanders, this person gets a – 1 forward on chase rolls
* Phase 1: Have everyone roll (no mod), to determine whether they managed to stick together or get separated-
* 10+ group sticks together and gets +1 forward on Aid roll in Phase 2
* 7-9 group sticks together, but gets – 1 forward on Aid roll in Phase 2
* 6- group gets separated and cannot roll Aid/Interfere
* Phase 2: Have each of them roll +Mod to describe a close call moment in the chase based on the Mod choice. Group members can aid/interfere after the roll is made, but must describe the fiction for how they assist.
* 10+ and it’s smooth sailing back to Ellis’ location
* 7-9 ???
* 6- and they’re captured by the city guard
That’s about as far as I got, but I think you may have filled in some of the blanks for me. Thanks OP!
Chris Shorb I thought I fixed that. It’s just the Run Away roll.
Chris Shorb I thought I fixed that. It’s just the Run Away roll.