Looking for advice on how to handle a performance scene
Hello. I'm a new DW GM, long background in the popular d20 systems, converted a 5e campaign part-way through because it wasn't working for us, etc.
I'm running a game where my players' characters are ex-circus performers separated from the rest of their troupe, and they have agreed to perform for a children's birthday party to make some needed coin (there's a lot more fantasy and danger to that story but I'm trying to keep it brief). They agreed to it when we were using 5e and I had a plan how to handle it then, but I don't think that plan will work as well in Dungeon World.
Because the players specifically want to be performers, I don't want to just speed through this scene with automatic success in one or two moves. I'd prefer it to have as much narrative depth as a combat sequence and affect the attitudes of certain notable spectators going forward. I'm just not sure how to measure their success. Maybe it would help to express the audience as an adventure front?
Thanks for any advice you give.
Addendum:
My current plan: when the players show up, I'm going to give them the lowdown on the key audience members and their preferences (some of which conflict with each other) via the poor dude that hired them. During the performances, if they don't manage to keep everyone happy (determined by their choices more than their rolls), I'll have one of the displeased spectators move to put the players in a bind or move the performance in their preferred direction. The situation will evolve from there.
Posted Aug 5, 2020, 12:43 PM UTC · edited
So it shouldn’t be all that surprising that it may, on the surface level, be “challenging” to progress with this “Obstacle.” It’s a pretty atypical obstacle for what Dungeon World anticipates. Look at the Basic and Special Moves of the game and you’ll see that DW anticipates frequent procedures involving:
That said, just because it isn’t covered by a Basic Move doesn’t mean you can’t “do it.” It just means there probably won’t be many Player Facing Rolls to mechanically support their fictional approach (which is fine!). The most likely mechanic they will trigger may be Defy Danger (although, Discern Realities, Spout Lore, and Parley are all also equally possible). *Be very discerning about what Move they are triggering! If it ain’t Dangerous- it ain’t Defy Danger. If their manipulative approach would just do the thing without question- it ain’t Parley. “Looking around” isn’t Discern Realities.
So, given that many of their approaches may not trigger many Player Facing Moves, it is highly probable that a lot of stuff will be resolved in the fiction by itself:
Personally, with the information given, I can’t see this being a particularly “problematic” Obstacle, but I’ll at least try to add the fantastical to it... Basically, I’ll Provide Opportunities, With or Without a Cost, something like:
If I wanted to be a little more open ending with this party, and somehow this Obstacle is notably complex (it’ll take great effort to please the Crowd), I’ll start a Scene Clock (I stopped using Fronts a long time ago). This means that I have mostly settled on this Obstacle being too Complex to Resolve in a Move or two for this Scene. I can’t see this Obstacle being any more than a Scene- I’m not anticipating it being a Session Clock (which means the Obstacle is too complex to resolve in a Scene or two).
Being a Scene Clock, I’ll assume these people are Hard to Please, so I’ll give it a Magnitude of 4 Segments. It’ll take 4 Significant Things during this Scene in order to Please the Crowd. It may be getting a 7+ on a Significant Move or just a Fictionally Relevant Approach- but even a 6- can warrant ticking the Clock in the right circumstances. Basically anything that would move towards significantly pleasing the crowd nets a Tick on the Clock.
To add some pressure, I’ll Race this Clock with a Mounting Problem. Again, using a Scene Clock here means that this Mounting Problem won’t just happen in a Move or two. I’ll call this “Crowd’s Impatience” and we’ll give it 3 Segments. 3 Significant Slip-Ups (Maybe a 9- on a Move, a Fictionally Significant Flub, maybe even a 10+... it all depends) and the Crowd drives them away. Bottom Line: anything that would move towards significantly pissing off the crowd nets a Tick on the Clock.
Remember that a PC doesn’t just do something and “Gets a Tick on the Clock.” The Clock isn’t the Obstacle: the Crowd is. The Clock is a visual aid to denote transparency of progress on a Complex Obstacle or Mounting Problem. Instead, focus on what happened in the Fiction and let that Fictional Moment be represented by a Tick on the Clock:
The other option for this whole shebang is maybe a Custom Move to determine how well you please the Crowd (I suck with Custom Moves, this is the best I can come up with):
When you set to work to please the Crowd, roll+
On a hit (7+), you pleased the Crowd and earn your payment. On a 10+, also choose one:
That would be my 2 Cents, hope that all makes sense and hope that helps.
That is a lot of fantastic advice. Yes, I was planning the audience to be hard to please, due to different priorities of the noteworthy spectators, those being the birthday boy, the politically powerful aunt who paid for the party, and the boy's parents- the things that bring the boy the most joy are likely to displease the aunt, for example. In my original plan, I wanted the real challenge to be in managing each of the main three spectator's buy-in, so something like a scene clock (or clocks?) may work. Not to track progress toward completing the objective, but to track the consequences during and after the scene.