Has anyone used the revised Aid/Interfere moves (discussed in this episode) in play?

Has anyone used the revised Aid/Interfere moves (discussed in this episode) in play?

Has anyone used the revised Aid/Interfere moves (discussed in this episode) in play? If so, willing to share your experiences?

Link the move text (4-up on a sheet, for use as cutouts if you like):

https://goo.gl/Ak3xmH

Originally shared by Jason Cordova

Episode 43 of Discern Realities is here! In this one, David LaFreniere and I discuss more Anglekite, talk about the new Sword Breaker zine, take a look at the Aid/Interfere move, announce a brand-new contest, and continue Ramshackle’s story in an AP that can only be described as EPIC.

If you’re interested in participating in the shrine contest we announce here, please send your entries to gauntletpodcast@gmail.com.

A reminder about the details:

-400 word max

-Description of your deity and their shrine

-A custom move for the shrine

-A magic item

-A spell

-Alternatively, you can do two magic items instead of the spell

Enjoy!

Cc: Brendan Conway Logan Howard Jeremy Strandberg Slade Stolar

http://www.gauntlet-rpg.com/discern-realities/episode-43

14 thoughts on “Has anyone used the revised Aid/Interfere moves (discussed in this episode) in play?”

  1. I like that quite a bit! Anything that makes Aid easier to pull off encourages team work.

    Adding a d6 is a cool mechanic. I’ve seen that in The Indie Hack, but if you refuse the offered die, they get to add a negative Relationship with you (maybe in DW terms if you refuse the die, you take -1 Bond with them)

  2. I like that quite a bit! Anything that makes Aid easier to pull off encourages team work.

    Adding a d6 is a cool mechanic. I’ve seen that in The Indie Hack, but if you refuse the offered die, they get to add a negative Relationship with you (maybe in DW terms if you refuse the die, you take -1 Bond with them)

  3. I like the d6 mechanic. I think a big problem with the standard Aid or Interfere roll is that it allows for more opportunities to fail and add complications while not adding a lot of bonuses, so the d6 mechanic while attaching the helper to the same consequences as the helped makes a lot of sense.

    However, and I know Jason and David disagree with me here, but I love the way the standard move incorporates bonds. I think bonds need a lot of work, but I love the idea that how well you can help or hurt someone is based on how well you know their strengths and weaknesses. For example, say one player is trying to attack a goblin and another player tries to helper them by tossing them their sword. You could make that a DEX roll, but I think the flavor works better if you use something like bonds because then how well you do it is based on how much those two characters are in sync with each other (think Captain America and Bucky passing the shield back and forth during Civil War).

  4. I like the d6 mechanic. I think a big problem with the standard Aid or Interfere roll is that it allows for more opportunities to fail and add complications while not adding a lot of bonuses, so the d6 mechanic while attaching the helper to the same consequences as the helped makes a lot of sense.

    However, and I know Jason and David disagree with me here, but I love the way the standard move incorporates bonds. I think bonds need a lot of work, but I love the idea that how well you can help or hurt someone is based on how well you know their strengths and weaknesses. For example, say one player is trying to attack a goblin and another player tries to helper them by tossing them their sword. You could make that a DEX roll, but I think the flavor works better if you use something like bonds because then how well you do it is based on how much those two characters are in sync with each other (think Captain America and Bucky passing the shield back and forth during Civil War).

  5. Devin White I can never let a Bonds discussion go. I agree with you in principle. I really like Hx in AW, for example. If DW worked in a similar manner, where Bonds were just an abstract number and at the end of the session you asked “Who knows me better?” and made adjustments, I could get behind it. Of course, that would also require the text do something to encourage that kind of play (like AW does). The problem with Bonds is there is no textual support in the game for what you have described. Literally none of the game’s Basic or Special moves do anything to enrich that interconnectedness between the player characters. That’s why we’re such big fans of Flags on Discern Realities. Neither of us object to the idea of characters having intense, interesting feelings for one another, but the text needs something to actually make you engage with characters in that way.

  6. Devin White I can never let a Bonds discussion go. I agree with you in principle. I really like Hx in AW, for example. If DW worked in a similar manner, where Bonds were just an abstract number and at the end of the session you asked “Who knows me better?” and made adjustments, I could get behind it. Of course, that would also require the text do something to encourage that kind of play (like AW does). The problem with Bonds is there is no textual support in the game for what you have described. Literally none of the game’s Basic or Special moves do anything to enrich that interconnectedness between the player characters. That’s why we’re such big fans of Flags on Discern Realities. Neither of us object to the idea of characters having intense, interesting feelings for one another, but the text needs something to actually make you engage with characters in that way.

  7. Devin White more practically for me, I’m working on a DW playset in which the PCs are encouraged to make bonds with NPCs as much as with PCs, and I don’t want to penalize players for investing this resource into NPCs. Hence: no rolling +BOND.

  8. Devin White more practically for me, I’m working on a DW playset in which the PCs are encouraged to make bonds with NPCs as much as with PCs, and I don’t want to penalize players for investing this resource into NPCs. Hence: no rolling +BOND.

  9. Jason Cordova I completely agree that Bonds need a reworking. I think that the Aid/Interfere move suffers as a result of bonds being a problem. In other words, if bonds in general were a better done mechanic with more support, the Aid/Interfere move would work really well as written (though I would add, “The GM may ask you which of your ally’s weaknesses or strengths you are exploiting).

  10. Jason Cordova I completely agree that Bonds need a reworking. I think that the Aid/Interfere move suffers as a result of bonds being a problem. In other words, if bonds in general were a better done mechanic with more support, the Aid/Interfere move would work really well as written (though I would add, “The GM may ask you which of your ally’s weaknesses or strengths you are exploiting).

  11. I was just listening to this episode, and I really would love to get a link to the text for the new advantage/disadvantage system you discussed on the episode.

  12. I was just listening to this episode, and I really would love to get a link to the text for the new advantage/disadvantage system you discussed on the episode.

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