Anonymous
7/24/2025, 6:15:07 AM No.96166796
From a PbtA perspective, what are your thoughts on the Dungeon World 2 alpha playtest's new Defy (Danger)?
Five base statistics: Forceful, Sly, Astute, Cunning, Compelling, customized as +2, +1, +1, 0, and −1. For each positive stat, you gain Defiance equal to that stat.
>Defy Consequences
>When you avoid or overcome a negative effect (taking harm, breaking an item, being spotted, getting trapped, etc.), describe what you do and then spend 1 appropriate Defiance, so the consequence doesn't come to bear. You regain all Defiance whenever you Make Camp.
>• Forceful makes sense when you endure a wound, break a bind or grapple, or scare someone.
>• Sly makes sense when you get away with a lie, avoid notice, or find an alternate route
>• Astute makes sense when you analyze your surroundings, reveal preparations, or calculate a solution
>• Intuitive makes sense when you detect a lie, act without thinking, or trust your gut or your faith
>• Compelling make sense when you overcome distrust, create a distraction, or make an impression
>Once per session, when you rely on a companion you have a Bond with, you can Defy Consequences for free.
>If multiple consequences happen simultaneously, you can only Defy one of them.
>Consequences that affect the whole group—such as Burdens—can only be Defied by two or more PCs working together (and each of them spending Defiance accordingly).
>The GM usually has the final say on what type of Defiance fits a description best, but should usually let the Player revise their description if necessary.
>If someone slashes you with a poisoned blade, inflicting a condition with the slash but also poisoning you narratively, you can only Defy one of those two consequences. If you Defy the slash maybe it means it was just a scratch, but the cut was deep enough for the venom to take effect, for example.
There are ways to gain more Defiances. Armor is not one of them; armor here is purely cosmetic.
Five base statistics: Forceful, Sly, Astute, Cunning, Compelling, customized as +2, +1, +1, 0, and −1. For each positive stat, you gain Defiance equal to that stat.
>Defy Consequences
>When you avoid or overcome a negative effect (taking harm, breaking an item, being spotted, getting trapped, etc.), describe what you do and then spend 1 appropriate Defiance, so the consequence doesn't come to bear. You regain all Defiance whenever you Make Camp.
>• Forceful makes sense when you endure a wound, break a bind or grapple, or scare someone.
>• Sly makes sense when you get away with a lie, avoid notice, or find an alternate route
>• Astute makes sense when you analyze your surroundings, reveal preparations, or calculate a solution
>• Intuitive makes sense when you detect a lie, act without thinking, or trust your gut or your faith
>• Compelling make sense when you overcome distrust, create a distraction, or make an impression
>Once per session, when you rely on a companion you have a Bond with, you can Defy Consequences for free.
>If multiple consequences happen simultaneously, you can only Defy one of them.
>Consequences that affect the whole group—such as Burdens—can only be Defied by two or more PCs working together (and each of them spending Defiance accordingly).
>The GM usually has the final say on what type of Defiance fits a description best, but should usually let the Player revise their description if necessary.
>If someone slashes you with a poisoned blade, inflicting a condition with the slash but also poisoning you narratively, you can only Defy one of those two consequences. If you Defy the slash maybe it means it was just a scratch, but the cut was deep enough for the venom to take effect, for example.
There are ways to gain more Defiances. Armor is not one of them; armor here is purely cosmetic.
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