New to DW, need some help interpreting the rules (mostly on spell prep/usage)
EDIT: originally wrote this for the Dungeon World subreddit, forgot to change the title
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If you roll a 6 when casting a spell, do you forget it?
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Can you prepare the same spell more than once? If yes, how does that work with level-0 spells?
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Not spell related, but how do you do deal with a failure where the party isn't able to fail? Like they're trying to get into a wizards tower by climbing a chain, and the plot cant progress without them getting in, how would a 9 differ from a 2?
Posted Nov 3, 2013, 6:14 AM UTC
A 6- is always an opportunity for the GM to make as hard a move as he likes, not a predefined outcome. The easiest and most common move to make for a failed spell is to Use Up Their Resources by having the character forget the spell, but that's not always going to be the case.
Climbing a chain is Defying Danger. On a 7-9 the GM offers a worse outcome, hard bargain, or ugly choice - perhaps that someone drops a pack while climbing. A 6- is the opportunity to make as hard a move as he likes - it could be as hard as Use a Monster while they're still hanging from the chain, or it could just be to Deal Damage to represent the physical strain it takes to climb.
1 - ok, thanks, that's a satisfying answer.
2 - so the difference between a 9 and a 2 in this scenario is how hard a move the GM makes? both rolls will give partial success?
If it makes sense. If outright failure is an option that fits the story, then figure out how to make a move in that direction instead. A botched roll is the GM's time to narrate as he sees fit (while still using the GM moves).
awesome, thanks