I can't quite understand how, if at all, you roll to lie in Dungeon World.
Parlay does not work because you don't necessarily have some leverage on the character.
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Sign up to join this communityI can't quite understand how, if at all, you roll to lie in Dungeon World.
Parlay does not work because you don't necessarily have some leverage on the character.
Stating a thing that's not true doesn't require a roll, as it doesn't necessarily provoke a Move. The roll comes in when you want the person to act based on that lie, and that will usually suggest a different Move based on what you want to accomplish.
In Dungeon World you describe what your character is doing. If you happen to trigger a move with the description, then you roll for the move. If you lie while using leverage to get an NPC to do something, then you roll the Parlay move. If you lie while trying to defy danger with your charisma, then you roll the Defy Danger move. The same reasoning would apply to any move you might get from a class.
Unless you're playing a class with a lying move, or you're in a special quest or against a special character with a move related to lying, you just lie. Outside of Parley, which requires leverage, there aren't general moves related to most conversation. You just lie to them, and the GM will decide whether or not they believe you and use an appropriate GM move to respond.
The Defy Danger Move is your go-to Move for when you're not really sure what other thing to do.
From the SRD:
Defy Danger
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it
by powering through, +Str
by getting out of the way or acting fast, +Dex
by enduring, +Con
with quick thinking, +Int
through mental fortitude, +Wis
using charm and social grace, +Cha
✴ On a 10+, you do what you set out to, the threat doesn’t come to bear.
✴ On a > 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, > hard bargain, or ugly choice.
You defy danger when you do something in the face of impending peril. This may seem like a catch-all. It is! Defy danger is for those times when it seems like you clearly should be rolling but no other move applies.
Therefore, you'd probably just roll +Cha, and on a 7-9 they're not sure they believe you, and you either need to put more on the line to make your case, or whatever else the GM thinks is appropriate given the circumstances.