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A player of my group recently brought up that he would prefer the more detailed set of support and craft talents that TDE uses. In DW, he argued a character could principally do anything he wanted as well as anybody. I'm not familiar with The Dark Eye but I'll assume you're comparing a narrative system like Dungeon with a simulationist one (like ...


4

Some things I've done and seen done in my games - in the vein of "turn the move against them." Give them a "scar" when they return to their original form. The scar is a prominent feature left over from their transformation (wolf ears, spider's eyes, feathers) that negatively affects their social interactions in addition to the charisma penalty. Require ...


3

GM Moves are always consequences to what happens in game so at first I had to memorize what has become a simple reflex: When everyone looks to you to find out what happens When a character gives you a golden opportunity When they roll a 6- Whenever any of them happen, I go with either the most obvious choice relative to the situation or have a look at ...


12

In practice, you stick to the moves and use the list, until you internalize it and no longer need to refer to the list, but even them you continue to use it. Just like when playing a Eurogame with a board, you do what the game says, exactly, if you want it to function as advertised. The GM's moves are multi-purpose. They: teach GMs new to RPGs how to GM ...


0

I don't know if I'd consider what I do best practice, but I more or less ignore them because they're just a codified list of things I'm doing anyway as a GM. "Give an opportunity that fits a class' abilities." "Offer an opportunity with or without cost." "Tell them the requirements or consequences and ask." "Deal damage." These are just things that a GM ...



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