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Interfere

Summary

Interfere is a Dungeon World mechanic that allows one character to hinder another character's actions. The interfering player rolls 2D6 plus their bond with the target character, and on a success, the target takes minus two to their roll. This move represents the flip side of the aid move, providing a mechanical framework for active opposition between player characters. Shawn, the Game Master, noted during Session 6 that interfere is "something that I have literally never had to use until this game," marking it as a rarely invoked mechanic in the campaign.

Details

The interfere move functions as follows:

  • The interfering character rolls 2D6 and adds their bond with the target character
  • On a success, the target takes a minus two penalty to their roll
  • The move can be attempted when one player character wants to prevent another from succeeding at an action

In Session 6, the mechanic saw actual use when Safia attempted to prevent Sucks from escaping her restraint. The attempt demonstrated both the creative application of the move and its mechanical interaction with other moves like Defy Danger. Brad, playing Cat, also explored the possibility of combining interference attempts, asking if Cat could interfere by trying to roll into Sucks's legs, showing player interest in using the mechanic creatively and collaboratively.

The rarity of the move's use, as noted by Shawn, suggests that player-versus-player opposition is uncommon in this campaign, making its appearance in Session 6 particularly notable.

History

Session 6

Interfere was introduced as a mechanic when Safia attempted to prevent Sucks from wriggling free of her grip. Safia's player rolled to interfere with Sucks's attempt to escape, but failed the roll, allowing Sucks to proceed with the Defy Danger attempt unhindered. The situation also prompted Brad to explore whether Cat could contribute to the interference by attempting to roll into Sucks's legs, demonstrating player engagement with the mechanic's tactical possibilities.

The Game Master's observation that this was the first time the interfere move had been used in the campaign highlighted its unusual nature, marking Session 6 as a turning point in player-character dynamics where direct opposition between party members became mechanically relevant.

Last updated 8/23/2026

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