Hairless Bear
Legendary Pubber
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- Jan 26, 2023
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In Dungeon World, "Defy Danger" move does not specify which attribute to use. Or to be more precise, the rules tell you to use the attribute that fits the action. So if a player tells you:I think my main issue, which was hinted at in Dungeon World, but really evident in Monster of the Week, was the singular "Do something dangerous" move (usually "Defy Danger").
Note: this if from actual play, not theoretical.
In most RPGs, there are a few skills that get "spammed" more often than others. Often a PC will just happen to be crafted, intentionally or not, to excell at that skill (or move, in this instance), right from the start.
In more than one Monster of the Week game I ran, someone had a +3 to their Cool stat, which was used for that "Defy Danger" move. Essentially, they became unstoppable Daredevils from character creation. The Superman problem, wherein to keep things interesting I had to constantly come up with super intense dangers that tied up these Supermen PCs so that I could have some semblance of tension.
I've never really gotten a good explanation about how to deal with this beyond "oh those games are heavily procedural, you should only do a "Defy Danger" once or twice during the actual fight with the titular Monster boss fight". That... never sat well with me.
As much as I had fun with some PbtA games, I stopped playing or running them because of this apparent expecation that you HAVE to run them in a specific procedural way.
I may have misunderstood that though. Either way, I prefer to run games as "player says that they want to do X, GM says 'roll Y' stat/skill do try it", without being hampered with additional contexts, meta-currencies or pre-determined "procedures".
I hope that I'm wrong about this, but so far I haven't been convinced otherwise. And it might only be a problem with those 2 games I played (MotW and Dungeon World).
- "I am doing a zig zag run to dodge the arrows.", it's DEX.
- "I am holding the doors so the undead can't get through.", it's STR.
- "I am trying to resist the seduction of the priestess.", it's WIS.
I have never played Monster of the Week, but you are probably talking about its "Act Under Pressure" move, which uses the Cool attribute exactly as you said. I don't think it's the problem of the move as such, I think it is a problem of the attributes the game uses - Cool, Tough, Charm, Sharp, Weird. I don't understand why, but the game designers intended characters with high Cool to excel in all dangerous situations. Just a note though - I didn't see any character type in the basic rule book, that would start with +3 Cool.