[RPG] Playing to find out “Why X” and not “Will X”

dungeon-worldpowered-by-the-apocalypse

I've been brushing up on DW rules in anticipation of a game I might be running soon.

One thing that's got me scratching my head is the Stakes in your Fronts/Dangers. So I can cut to the chase, I'm going to assume you already know how they work.

There are some stakes I feel like you could come up with which seem impossible (or at least highly unlikely) to answer "while playing" in a narratively satisfactory manner—stakes that seem like they need to be answered in prep in order to not feel hackneyed or contrived. These would be any stake which begins with Why or How, or in other words, which can't be answered with Yes or No.

I'll give you some examples. Here are stakes that I think would be easy to answer in play:

  • Will Cadney the Bard find his long-lost sister?
  • Will the dead break free from their underground prison?
  • Will Knight Peregrine succumb to his wounds?
  • Did the last of the dragons really die out?

And here are stakes I think would be really difficult to answer:

  • Why is King Taggard so afraid of his Queen?
  • How did a dozen goblins ransack an entire village?
  • Why don't the storms ever clear from Ariadne Island?
  • What's inside the Cavern of the Deeprock that's chased all the Dwarves above ground?

The way I see it, the Easy stakes need only player intervention/investigation for an answer to come about. Cadney probably will find his sister if the party goes looking for her; the dead probably won't break free if the party performs the ancient ritual to release their souls first. Campaigns spring naturally from these kinds of questions, I think.

But the Difficult stakes, to me, seem to demand some kind of predetermined explanation from the DM in order to be answered satisfactorily. How else are the answers going to come about? What could the PCs do that explains why King Taggard won't look his Queen in the eye? And wouldn't any answer to that question need to be made up by the DM on the fly (probably inadequately)? The DM could ask the party these questions at the beginning of the story and use those answers, I guess, but where's the mystery in that scenario?

Moreover, I think many more of these sorts of questions are going to come up organically a lot over the course of a campaign, and it seems distinctly un-Dungeon World for the DM to come up with answers to them on their own. The core rulebook and most guides I've found online seem to all point to the same answer: Play to Find Out. So… how?

Best Answer

Foreword

Remember that your job as GM is to follow your Agenda and Principles, even when doing behind the scenes stuff like this. So Fill their lives with adventure, ask questions and use the answers, make a move that follows, and draw maps, leave blanks are in play here, along with their unlisted friends.

Piecemeal

These kinds of questions can work, but are best answered one piece at a time. Think of it like the game Twenty Questions, where you don't know the answer yourself but each question narrows down the possibilities until only one remains.

How did a dozen goblins ransack an entire village? Let's play to find out. I'll skip everything but questions for brevity; this isn't an interrogation, and these questions should come up naturally from time to time.

GM: As you approach the village, you smell smoke. The last bend in the road reveals the burnt out village is still smouldering and is littered with corpses. Fighter, what kinds of wounds do they have?

Fighter: They don't have any defensive wounds; it looks like they just stood there while someone stabbed them.

GM: Ranger, you're the tracking expert. How many of them were there?

Ranger: There are footprints all over, but it looks like thirteen. One of them has a limp.

GM: Thief, as you scout, what oddity did you find?

Thief: The temple had some kind of brutal ritual performed recently. It's pretty grotesque.

GM: Cleric, what do you recognize about the symbols?

Cleric: Looks like the Goblin god of magic and death. Something about binding souls of the sacrifices in an exchange.

GM: Wizard, what magic do you sense nearby?

Wizard: I found two things; a wide area sleep spell and a powerful spell for opening some kind of arcane prison underground.

GM: Well, it looks like a dozen goblins were able to ransack a village of 1000 by putting the whole town to sleep magically, so they could perform this ritual. Do you think they'll do this again? Can our heroes stop them? Will the dead break free from their underground prison? Find out next week when our thrilling series continues!

Frame Challenge

Remember the plain English meaning of the word "stakes". There should be something clearly at risk, or an answer to those questions that significantly impacts the world (or our view of it). The dead might overrun the living. Knight Peregrine might die. Those are clear and compelling. They also invite more open ended questions like why can't Knight Peregrine be healed? and what is involved in the Ritual of the Souls?.

In my opinion, the issue with your Hard questions is there is no compelling aspect to it; they're more like supporting questions. Can we defend the remaining villages from the goblins begs the question of How did a dozen goblins ransack an entire village?. Can we secure Deeprock for the dwarves? depends quite a bit on What's inside the Cavern of the Deeprock that's chased all the Dwarves above ground?.