Okay, so I’m having trouble with a Charm move for DW.

Okay, so I’m having trouble with a Charm move for DW.

Okay, so I’m having trouble with a Charm move for DW. I’ve got a few options, but if you guys could take a look and help me out I’d appreciate it.

The move as it stands is as follows: When Charmed roll +WIS, on a 10+ you shake off the effects, and a miss you are under the charm caster’s control. On a 7-9 choose 2:

— You do not take -1 ongoing against the caster

— You do not have to Defy Danger to attack the caster

— ??? <-- this is where I'm stuck, in case that wasn't clear.

I’m also not TOO happy with the other two choices, because they are basically slight variations on the same effect. HELP!

30 thoughts on “Okay, so I’m having trouble with a Charm move for DW.”

  1. I am not very good at custom moves myself, but this is an alternate approach you might find interesting. I can’t remember where I saw it originally, but I like this move and have used it to good effect. I may not have the wording just so, but the gist is there:

    “*When you fall under the compulsion of another character,* the DM gains three hold. At any time, the DM can spend one hold to suggest a course of action that aligns with the wishes of the person compelling you. If you follow this suggestion, mark XP. If not, the DM gains +1 hold.”

    Of course this requires a certain amount of buy-in from the player being charmed, but the enticement of “easy” XP is a pretty good one. The last time I had a chance to put this into action it worked out great, with the party thief more or less betraying them, then throwing off the compulsion (after getting the final point of XP) in the middle of the climatic battle and turning the tables on the bad guys.

  2. I am not very good at custom moves myself, but this is an alternate approach you might find interesting. I can’t remember where I saw it originally, but I like this move and have used it to good effect. I may not have the wording just so, but the gist is there:

    “*When you fall under the compulsion of another character,* the DM gains three hold. At any time, the DM can spend one hold to suggest a course of action that aligns with the wishes of the person compelling you. If you follow this suggestion, mark XP. If not, the DM gains +1 hold.”

    Of course this requires a certain amount of buy-in from the player being charmed, but the enticement of “easy” XP is a pretty good one. The last time I had a chance to put this into action it worked out great, with the party thief more or less betraying them, then throwing off the compulsion (after getting the final point of XP) in the middle of the climatic battle and turning the tables on the bad guys.

  3. I’m with Jason in that regard. Also, this feel a little odd, the trigger is “when charmed?” what does that mean, and how does that work in the fiction? Is it a spell? How are you trying to charm that person?

  4. I’m with Jason in that regard. Also, this feel a little odd, the trigger is “when charmed?” what does that mean, and how does that work in the fiction? Is it a spell? How are you trying to charm that person?

  5. Keith: That’s the approach I use for any kind of mind control in my games. I talked about it on DR once and it has been mentioned here before. I pulled it together from the MH String system and this magic item I saw in an old DW supplement years ago. I’ve used it for years; it’s a perfect solution to a vexing problem.

  6. Keith: That’s the approach I use for any kind of mind control in my games. I talked about it on DR once and it has been mentioned here before. I pulled it together from the MH String system and this magic item I saw in an old DW supplement years ago. I’ve used it for years; it’s a perfect solution to a vexing problem.

  7. Also, for that custom move, you can raise or lower the number of hold to adjust for how powerful or long lasting the magic is, or drop the +1 hold for the player refusing the offer. It’s really flexible and fun. My players love this move, even when it means their charmed companion is about to do something disastrous, because it leads to cool fiction.

  8. Also, for that custom move, you can raise or lower the number of hold to adjust for how powerful or long lasting the magic is, or drop the +1 hold for the player refusing the offer. It’s really flexible and fun. My players love this move, even when it means their charmed companion is about to do something disastrous, because it leads to cool fiction.

  9. A simple version would be: “When you are feared or charmed, you must Defy Danger to act against the source. If you give into it wholly instead, mark XP.”

    If you want something more complex, how about this:

    When something attempts to control or manipulate your mind, roll+WIS. *On a 10+, you shake it off. *On a 7-9, choose one:

    • You’re stunned for a few moments while you shake it off.

    • You feel a brief compulsion, take 1 forward to act against the source of the effect.

    *On a 6, don’t mark XP yet. Instead, give the GM a notecard with your character’s name on it.

    When the GM hands you a notecard with your name on it, read the command on the back (to yourself, don’t discuss it with others). Then choose one:

    • Do what it tells you to the best of your abilities, then mark XP and tear up the card.

    • Drop to your knees, clutch your head, and the source of the command deals its damage to you, ignoring armor. Then tear up the card.

  10. A simple version would be: “When you are feared or charmed, you must Defy Danger to act against the source. If you give into it wholly instead, mark XP.”

    If you want something more complex, how about this:

    When something attempts to control or manipulate your mind, roll+WIS. *On a 10+, you shake it off. *On a 7-9, choose one:

    • You’re stunned for a few moments while you shake it off.

    • You feel a brief compulsion, take 1 forward to act against the source of the effect.

    *On a 6, don’t mark XP yet. Instead, give the GM a notecard with your character’s name on it.

    When the GM hands you a notecard with your name on it, read the command on the back (to yourself, don’t discuss it with others). Then choose one:

    • Do what it tells you to the best of your abilities, then mark XP and tear up the card.

    • Drop to your knees, clutch your head, and the source of the command deals its damage to you, ignoring armor. Then tear up the card.

  11. So, of course I heard that move on DR.

    This is the Gauntlet equivalent of someone recognizing you at a party and you having no idea what the person’s name is. So you bluff your way through it.

    But yes — it’s a little bit of perfection for these scenarios.

  12. So, of course I heard that move on DR.

    This is the Gauntlet equivalent of someone recognizing you at a party and you having no idea what the person’s name is. So you bluff your way through it.

    But yes — it’s a little bit of perfection for these scenarios.

  13. Jason Cordova I think that’s partly why I’m not happy with the move. I’m basing it off of something I didn’t write myself, so it’s all kind of off-kilter in my head. Keith Martin I really like the move where the charmer gains hold to spend to compel a character to do something for them. How would you handle the 7-9 result. I’m thinking 3 hold on a miss, none on a 10+, but what about the middle? 1 hold?

  14. Jason Cordova I think that’s partly why I’m not happy with the move. I’m basing it off of something I didn’t write myself, so it’s all kind of off-kilter in my head. Keith Martin I really like the move where the charmer gains hold to spend to compel a character to do something for them. How would you handle the 7-9 result. I’m thinking 3 hold on a miss, none on a 10+, but what about the middle? 1 hold?

  15. Peter J that’s a pretty awesome move, but maybe one more appropriate to being hypnotized or otherwise compelled to do something at a later date. I do really like it though.

  16. Peter J that’s a pretty awesome move, but maybe one more appropriate to being hypnotized or otherwise compelled to do something at a later date. I do really like it though.

  17. Keith Martin’s hold’s idea is pretty cool. I’ll add “as long as GM got hold you’ve got -1ongoing against the charmer. On 7-9 GM holds 1, on a miss GM holds 2 and you also have to defy danger i f you act against the charmer.”

  18. Keith Martin’s hold’s idea is pretty cool. I’ll add “as long as GM got hold you’ve got -1ongoing against the charmer. On 7-9 GM holds 1, on a miss GM holds 2 and you also have to defy danger i f you act against the charmer.”

  19. Is it unusual to have a move start with “when you are the victim of something totally out of your agency, do x”. ?

    I feel like the moves are typically structured to trigger on events that PCs drive.

    The DR move above gives the player their agency back because they can refuse the compel (erm, +1 xp); so doesn’t make me too uncomfortable.

  20. Is it unusual to have a move start with “when you are the victim of something totally out of your agency, do x”. ?

    I feel like the moves are typically structured to trigger on events that PCs drive.

    The DR move above gives the player their agency back because they can refuse the compel (erm, +1 xp); so doesn’t make me too uncomfortable.

  21. I recently had a character charmed by a vampire. I believe the vampire in the book has the special move “Charm someone”, so I gave it the additional special move “Use a charmed character against their allies.” The charmed character still acted normally, so the player still had control of their character (I may have had them Defy Danger to act against the vampire). If they, or anyone, missed a roll, instead of dealing the vampire’s damage, I would sometimes use the vampire’s move to deal the charmed character’s damage to an adjacent ally, as appropriate in the fiction. It seemed to work well in that instance, and felt like the character was struggling against the vampire’s control.

  22. I recently had a character charmed by a vampire. I believe the vampire in the book has the special move “Charm someone”, so I gave it the additional special move “Use a charmed character against their allies.” The charmed character still acted normally, so the player still had control of their character (I may have had them Defy Danger to act against the vampire). If they, or anyone, missed a roll, instead of dealing the vampire’s damage, I would sometimes use the vampire’s move to deal the charmed character’s damage to an adjacent ally, as appropriate in the fiction. It seemed to work well in that instance, and felt like the character was struggling against the vampire’s control.

  23. Peter J So, since I’m an evil bastard, I added an option to the “When the GM hands you a card” part of that move. My third option is “Give the GM two note cards with your name on them, then tear up this card.” I am looking forward to inflicting this on my players.

  24. Peter J So, since I’m an evil bastard, I added an option to the “When the GM hands you a card” part of that move. My third option is “Give the GM two note cards with your name on them, then tear up this card.” I am looking forward to inflicting this on my players.

  25. Chris Shorb I think it is, and I see what you’re getting at. I’m going to be using the DR hold-based move for the Charm effect, and probably a longer hold move (with the index cards) for long term mind control.

  26. Chris Shorb I think it is, and I see what you’re getting at. I’m going to be using the DR hold-based move for the Charm effect, and probably a longer hold move (with the index cards) for long term mind control.

  27. FWIW, I wrote this custom move for a dryad’s charm ability

    When you interact with Panelophi, roll+WIS.

    On a 10+, you gain a favor or a minor magical trinket from her.

    On a 7-9, she demonstrates some sign of acknowledgement that you will remember for the rest of your life. +1 forward on if your next action involves protecting a forest somehow (You’re drawn to seek Panelophi’s approval). Otherwise, 1 forward on your next action (You’re distracted by her memory).

    On a 6, Hold 3. The GM may spend 1 Hold to compel you to act on Panelophi’s behalf. The GM may spend 3 Hold to compel an action that violates your Instinct or Bonds. Take XP equal to the amount of Hold spent.

  28. FWIW, I wrote this custom move for a dryad’s charm ability

    When you interact with Panelophi, roll+WIS.

    On a 10+, you gain a favor or a minor magical trinket from her.

    On a 7-9, she demonstrates some sign of acknowledgement that you will remember for the rest of your life. +1 forward on if your next action involves protecting a forest somehow (You’re drawn to seek Panelophi’s approval). Otherwise, 1 forward on your next action (You’re distracted by her memory).

    On a 6, Hold 3. The GM may spend 1 Hold to compel you to act on Panelophi’s behalf. The GM may spend 3 Hold to compel an action that violates your Instinct or Bonds. Take XP equal to the amount of Hold spent.

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