Care to try out alternative Aid/Interfere moves for Dungeon World? I’m looking for feedback on how these work in actual play.
Originally shared by Jeremy Strandberg
Anyone willing to playtest some revised Aid or Interfere moves for me?
Over the past few weeks, I’ve been thinking hard about these moves. I’ve never really liked how either Aid or Interfere work, and I’m strongly leaning towards using these revisions in #Stonetop. I’ve started using them in my home game, but we just don’t play enough (and the moves don’t come up enough) for me to get a really good feel for them.
Note that these versions don’t use Bonds (though they don’t preclude you from resolving bonds at End of Session).
If you use these, please let me know! I’ll have questions for you!
When you help another character who is about to roll for a move, tell us how you do it. If everyone agrees that it would help, roll a d6 and they can use your roll in place of one of their dice. Regardless of whether they use your die, you are exposed to any risk, cost, or consequences associated with the roll.
When you jump in to help another character who just rolled_, tell us how you plan to do it and ask the GM what else is required or what the consequences will be. If you accept, increase your ally’s roll by +1.
When you try to foil another character’s move, say how you do it and roll…
…+STR if you use brute force
…+DEX if you move quickly or employ finesse
…+CON if you hold steady or suck it up
…+INT if you exploit a relevant detail or expertise
…+WIS if you had a feeling they’d do this
…+CHA if you rely on subterfuge, charm, or wiles
On a 10+, they pick 1 from the list below; on a 7-9, they pick 1 but if they let you foil their move then you are off balance, exposed, or otherwise left vulnerable; ask them what they do next.
• Do it anyway, but take -2 to the roll.
• Relent, change course, or otherwise allow their move to be foiled