SUDDENLY OGRES

What to do on Spout Lore and Discern Realities misses

by Vasiliy Shapovalov. Special thanks to the Dungeon World Tavern community, Mike Harvey, Radaghast Kary, Alex Valuishko, Anthony Gulotta, and Mike Burnett.

I find Discern Realities and Spout Lore to be the hardest moves to react to as a GM. Telling a truth on a hit is easy and awesome, but I often had no idea what to do on a miss. So I gathered here every trick I used myself or have read about in online discussions.

How to trigger a move

First thing to remember is that players do not just roll. Moves are always triggered through fiction. Discern Realities and Spout Lore are pretty straightforward in this sense: you need no elaborate descriptions for sounds, smells or memories.

This simplicity makes it hard to come up with a move on a miss. Not much can go wrong when you’re recalling lessons of your mentor. That’s why I never ask players to roll for simple things: everything that is easy to spot or remember I say right up front.

A move is triggered only after a character makes an effort and is clear about it: looks under the rock, climbs the highest tree, puts an ear next to the door, sneaks closer to the guard, checks if that snake’s back is red or green.

What to do on a miss

You should keep in mind that a miss is not necessarily a failure; a miss is trouble. Failure is just the simplest and the most boring option you’ve got. Most often it adds nothing to the fiction and makes PC look incompetent.  Consider these examples:

  • Traps? You don’t know if there are any.
  • Who’s in control of this masquerade ball? You have no idea, you’re a ranger.

I never interpret a miss as a simple failure, without a twist of some kind. I prefer to use one of the tricks below.

Worse than it seemed

Tell the character an unwelcome truth about what she wants to know. Most of these other tricks are annoying when used too often, thus requiring you to alternate, but this one is not. It strongly follows the fiction and looks very diverse in practice.

  • Tarrasque’s weak spot? It hasn't got one.
  • Who’s in control of this masquerade ball? It’s your rival, Duke Dupont, just as you feared!
  • Looking for traps? You found them, that room is, like, made of traps. And there’s one behind you, too.
  • Eavesdropping behind the door? Sound of dozens of boots coming from the other side.

Worse than you thought

Ask a question, then craftily twist the answer. That’s my personal favorite. You’ve got some player input to jump off and players know that the problem is co-created and generally won’t feel like you’re trying to screw them.

  • Tarrasque’s weak spot? What did they tell you back in the academy? Eyes? Well, everything but the eyes are clad in carapace as thick as Fighter’s leg, and the eyes are the size of a pig’s and are higher than you can reach. What do you do?
  • Eavesdropping behind the door? Who do you hear? Your good buddy, Jasper the Herald? You hear Jasper muttering darkly about your party to the captain of the guard -- apparently you’ve overstayed your welcome.

Your answer is in another castle

Turn it into a quest. This is a great tactic because it redirects and delays the question, and it adds to the story. The important thing on a miss is to make it interesting.

  • Who’s in control of this masquerade ball? You don’t know, but you spot Jasper the herald on the balcony, flirting with Lady Beatrice. You remember Beatrice: she hates you. Anyway, he would know.
  • Tarrasque’s weak spot? The Great Library of Kanthros would certainly have that information.
  • Praying for answers? A voice speaks. “You are unclean. First go perform the Ritual of Ablution in the pool at the falls of the Griffin River.” [Perhaps there is a nymph in the pool who can provide guidance. Or maybe GM is buying time.]

The abyss gazes into you

While the character is examining something, it takes notice of her. What exactly happens depends on what she’s examining and the way she does it. Maybe it was too long, or too obvious, or just the place was wrong.

  • Who’s in control at that masquerade ball? That’s your rival, Duke Dupont, just as you feared! He spots you and whispers a few words to his valet, who runs off towards the guard post.
  • Want to know what’s dangerous in here? The answer has just stabbed you between your ribs.

Missed the obvious

While the character is looking for one thing, something different makes a strike. That’s a solid one, but don’t overuse it. Being caught unaware all the time makes character seem incompetent and many players don’t like it. Also, if you keep hitting them with new dangers every time, it may feel like a deus ex machina.

  • Looking for traps? Well, you should have been looking for giant spiders, one of them is descending on you right now. What do you do?

SUDDENLY OGRES

Don’t answer the question, change the subject… forcefully. Works every time. Just throw them into combat, you don't even have to explain or justify it. Play to find out why! Don’t overdo it, though; your move must follow the fiction, remember?

  • Looking for traps? Suddenly an ogre is attacking you!
  • Who’s in control at that masked ball? Suddenly, ogres are everywhere! Chaos ensues, people are screaming, and blood splatters your cheek from somewhere off to the left… Hmm, I suppose that means that ogres are in control now.
  • Eavesdropping behind the door? Ogres burst through it right on you!
  • Want to know what’s dangerous in here? The ogre. It’s not clear just where he came from, but it is obvious what he wants to do.
  • Looking for tracks all over the place? You are looking at the ground and, suddenly, there’s a pair of ogre’s feet…

Too late

Character spent too much time contemplating and investigating instead of acting. Or was too concentrated to notice important things around her. This trick is often combined with others: concentration and spent time are not bad per se, but only when there are other threats around. This is a good one, albeit it tends to become boring if overused. Very often this trick comes first to your mind, but take some time, there might be a better choice.

  • Who’s in control at that masquerade ball? While you tried to figure that out, your rival Duke Dupont is leaving with the bishop you wanted to talk to, they are at the door now, what do you do? Rush there, ruthlessly pushing nobles from your path?

Got separated

Exploration took the character away from the rest of her group. It’s a good time to throw in the threat that would be easily defeated otherwise.

  • Looking for tracks all over the place? Well, while you were at it, orcs came upon you. You’re on your own for now.
  • So while your Cleric is praying for answers in a sacred space, you hear moaning. Yep, zombies. Hundreds of them. And you’ve got no one to turn undead.

Trouble halfway

Sometimes, action the character takes in order to gain information is dangerous by itself. Think of what can go wrong when the character acts. Another way to phrase this would be "When the player endangers himself using Spout Lore, make that danger happen."

  • Climbing a tree to get a look at the surroundings? The branch under you cracks, what do you do?
  • You had to use a few spikes climbing that rock, mark off one use of Adventuring Gear.

Trouble you missed earlier

Think of what could go wrong before and how the problem would remain unnoticed. Don’t overuse it, as players may begin going into too much detail to keep their characters safe. It is useful when someone rolled a miss before and you saved it for later for whatever reason.

  • Using a looking glass? You must have lost it when you were crawling away from the troll lair. Want to return and find it?

Obvious lies

That’s when you tell a lie and the players suspect it. Either because you’re making it obvious or because the players don’t believe what you say. They will be suspicious when you’ve got a hard move to make.

Personally I don’t like this trick. It’s against the principles - you have to say what the truth demands, remember? More importantly, it’s not that fun for all the trouble. Now your group has two imaginary situations to track: the “real” one and one that the character thinks to be “real”. Also using it makes players suspicious about what you say. I never force this trick on players, but use it from time to time on their initiative, like “Oh crap, 6. What if I believe that the path is clear?”. Also, if you use that trick a lot, you’ll have a hard time actually deceiving your players.

Tarrasque’s weak spot? You somehow think it’s the abdomen.

Whose coat of arms is that? It’s your ally’s. Tell him everything.

Infectious lies

On a miss, the GM makes up some wrong fact and tells the player it’s wrong. But if the PC acts on the information or makes someone act on it, she gets 1 XP. Sometimes it leads to a fun game of crossing each other up. This trick was introduced in previous versions of Dungeon World.

Tarrasque’s weak spot? Mark XP if you go for abdomen or make another PC do it.

Devious lies

That’s when you deceive your players for real. You can do it and still stick to the principles: say truth, but not all the truth. I like it as a player - it makes you, a player, share the miss with the character and helps to commit to the game. But it’s hard to pull off as a GM, and you need to use it sparingly at most. Wait until players get comfortable with their delusion (up to a few game sessions, maybe) and then come clean when a golden opportunity arises. If you want players to react emotionally, you’ll need them to build quite a story on a not-so-true foundation. You have to be truly devious: make it look like another kind of miss.

Whose coat of arms is that? That’s Duke Dupont’s man, you've had a deadly feud with him and his family for generations. [if they kill the guy, you’ll tell them it was their only ally after some time passes].

Front or Dungeon Move, Grim Portent

If a front or a dungeon move fits the picture, you can use it as well.

So you’re spying on an orc horde? They are numerous and strong, warriors are battle-scarred and shamans are literally sparkling with power. No sane man would mess with such force. (you’re making “perform a show of dominance” move from Wandering Barbarians front).

Offscreen move

If nothing comes to your mind, you can tell the truth and then make the move offscreen. I like my move to follow the fiction directly, though.

Who’s in control at that masquerade ball? Duke Dupont’s lackeys are serving the food (meanwhile, Duke Dupont makes his monster move “issue an order” offscreen - he commands every exit blocked, so that no one could escape the slaughter).

You may also be interested in: In defense of Discern Realities by Jeremy Strandberg

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