Archive | February 2014

Stealth in Dungeon World

I was asked to write a post about stealth in Dungeon World. Stealth is tricky for many newcomers to the system, and I can honestly understand the confusion. So, here’s stealth from my point of view.

The “problem” with stealth…

… is that it isn’t really covered by neither basic, starting nor advanced moves. A lot of people think that it is a sort of Defy Danger using DEX, but it really isn’t, as they aren’t “defying danger getting out of the way or acting fast”. OK, some cases exist where this is the case, but that sort of implies that you are about to get discovered, and it doesn’t cover all stealth situations. You could house-rule it to work like this, but I recommend not to. I’ll explain why in a bit.

Some seems to think that stealth is an excellent opportunity to make highly specific custom moves, with triggers like “when you sneak your way into the duke’s castle…” or “when hide yourself in a barrel…” and similar. While custom moves are always nice, this means that you specifically have to prepare every stealth roll in advance, for every situation and for every way of “stealthing”. That’s a lot of work and is frankly not feasible. You can’t prepare for everything. Play to find out, right?

Instead, my recommendation is to use…

GM moves!

This is the most “elegant” way of handling it in my opinion, as it makes you able to react to an unforeseen stealth situation, no prep required. I’m not talking about hard moves here, but making a chain of soft moves to explain the situations helps the players know what’s at stake, and lets them find “smart ways” to solve problems instead of relying on the dice. Unless they find a way to exploit a move they have that requires a roll of course.

To really illustrate what I mean I’ll give an example on how to do this:

Castor (the human fighter): OK, I take off my scale mail. Does the armor of the guard i just stabbed fit me?
GM: What?! Why?
Castor: I figured sneaking in would save us a lot of hassle. But I’d prefer being at least clad in some armor, some that won’t attract attention.
GM: Oh, good point! Yeah, it sort of fits. It’s a bit tight around the crotch, but otherwise it fits just fine. You’ll have to wipe off the blood first though.

GM move here is “offer an opportunity, with or without a cost”. In this case without a cost.

Lanethe (the elven ranger): While Castor dons the armor, I’ll scout ahead, looking for an easy entry to the Duke’s castle.
GM: You move through the undergrowth, and before long the castle is in sight. A few guards is taking rounds on horses, and a few are guarding the main gate. Around the castle is a somewhat wide moat. What do you do?

Reveal an unwelcome truth…

Lanethe: Can I spot some other entrances from here?
GM: No, not from here, you’re too far away. Maybe if you sneak closer to the castle, but that would risk pulling attention from the guards.

Tell them the requirements or consequences and ask…

Lanethe: OK, I mark a use from my Adventuring Gear to produce a spyglass. Close enough now?
GM: Fair enough! Well, looking closer, you see that there’s an open window above the moat on one side of the castle. If you could find a way to breach the gap, then you could easily get through. But you’d need to create a distraction first, otherwise the rider could easily spot you. What do you do?

Another offered opportunity, but this time with a cost, or more correctly, a requirement.

Lanethe: Well, I’m sure that I have a grappling hook and a rope in my Adventuring Gear, in case that is necessary. I head back to the others and tell them what I’ve found.
GM: OK, Lanethe has returned and told both of you what she has learned. What do you do?
Robard (the halfling druid): So we just need to create a distraction? I could easily provide that.
Castor: Without raising the alert?
Robard: Sure! I’ll just shapeshift into a wolf and scare the horses! That should keep them preoccupied!
Lanethe: And then I’ll throw my grappling hook through the window, so we can climb in. Robard can turn into a bird and fly through afterwards.
Castor: OK, that’s the plan then. Lanethe and I will go into position and wait for the distraction!
GM: OK, you two wait for a while. Robard! You see the two riders come close to your hideout behind some bushes near the edge of the woods! What do you do?
Robard: I turn myself into a fearsome and savage wolf, of course! I call on a wolf spirit and demands that it changes my form!
GM: Roll+WIS then!

Notice that this is the first roll, because the no player had triggered a move until now. Robard rolls a 9.

GM: A spirit wolf appears and leaps into you, changing your shape to that of a big, red wolf, as by your tell! You get two hold. What do you do?
Robard: Oh yeah, I go red when I shapeshift… No matter! I leap out in front of the horses, growling as I go. Can I spend a hold to leap and go for the throat on one of the horses?
GM: Sure! You feel your fangs penetrate the soft flesh, the warm blood starts pouring out of you. The horse rears and collapses, whinnying. The other horse rears as well, nearly throwing off its rider. The rider on the ground rushes to his feet, and with fear in his eyes he draws a longsword! The other rider draws her sword as well! What do you do?

Putting Robard in a spot. If he uses his last hold to defend himself, he will revert to his halfing form. If he does nothing, they’ll probably hurt him really bad.

Robard: I have no idea why I didn’t see this coming. I flee back into the woods. Can I spend hold to outrun them?
GM: Well, yes, but only briefly as you will revert. What do you do?
Robard: Well, I do it! I flee back into the woods and hide behind a tree, then reverts.
GM: Well, it happens as you say. As you get behind the tree, you feel the spirit wolf pulling free from your body. You have returned to your halfling self. The remaining rider is close behind you though, and you only have seconds before she’ll catch up with you, and subsequently put two and two together. What do you do?

Keeping up the pressure by keeping him locked in the situation as what he did didn’t actually solve anything, with the exception of giving him a chance to inconspicuously shapeshift into a bird…

Robard: I turn into a raven by calling on a raven spirit in my mind!
GM: Roll!

Robard rolls a 7.

Robard: Phew! I fly back towards the castle!
GM: In the meantime, Lanethe and Castor has climbed through the window, unnoticed as far as they know. You are currently standing in a larder. A moment later, a red raven flies through the window. You have now all successfully entered the castle, and to your knowing without discovery. You all hear some chatter outside. It sounds like a kitchen crew bantering about some porridge. You hear a female voice saying “I’ll just go fetch some more flour from the larder!” Someone yells in consent. What do you?

Reveal an approaching threat, namely the threat of discovery…

That’s it!

The above would continue until a player triggered a move and rolled a miss or gave me a golden opportunity, in which case I would make a hard move instead of a soft one. I left that out from the example, but one remark on hard moves in stealth situations; it is all too easy to make a hard move into a “you get discovered!” move.

While it makes sense in many situations, it can also feel like the players did a lot of work for no gain, especially if a lot of other obstacles on the way was handled with significant cost to the party, like using scrolls to avoid rolling to cast spells or equipment from Adventurer Gear. Keep that in mind and be a fan of the characters!

But that’s not all!

As a finishing remark, I’d like to point out that stealth isn’t really a “special” situation in Dungeon World. A lot of stuff isn’t covered by player moves, such as hunting and foraging in the wilderness or navigating underground caverns. No matter the situation, it is important to understand one simple thing about Dungeon World (and Apocalypse World hacks in general): It is all about the conversation!

While Dungeon World doesn’t have a strict turn structure, it is important realize that there is an assumption on how the conversation is supposed to be structured:

1) The GM makes a move and asks “What do you do?”
2) The players respond.
3) If the players triggered a move, resolve it immediately.
4) Go back to 1.

More formally, a guy named Matteo Suppo formulated it as a flowchart for Apocalypse World, but it should apply equally to Dungeon World. The flowchart can be seen here.

I made one myself, much in the same way, to help new GMs understand the implied “turn structure” of Apocalypse World-based games. It can be viewed here.

Happy sneaking!