Parlay
Summary
Parlay is a Dungeon World basic move used when a character possesses leverage over an NPC and attempts to negotiate or persuade them to take a desired action. The move requires the player to roll 2d6 and add their character's bond with the NPC, reflecting how existing relationships influence the negotiation's outcome. On a result of 10 or higher, the NPC complies with the character's request or accepts the deal as presented. On a 7-9 result, the NPC requires concrete assurance or immediate proof of the character's promise before proceeding.
The mechanic has featured prominently in negotiations throughout the campaign, from Safia's dealings with Mayor in Session 2 to Sucks's commercial exchange with the Novelty Goods Shopkeeper in Session 4 and subsequent bargaining with Nick Silver in Session 6.
Details
The Parlay move operates on the principle of leverage—the character must have something the NPC wants or fears in order to invoke the roll. The mechanical resolution follows Dungeon World's standard 2d6 + modifier framework:
- 10+ (strong hit): The NPC does what the character wants or provides the information sought
- 7-9 (partial success): The NPC demands concrete assurance or proof of the character's promise immediately, before agreeing
- 6- (miss): The GM makes a move, typically complicating the situation
The move emphasizes the fiction-first approach of Powered by the Apocalypse games—leverage must be established in the narrative before the roll can be triggered. During Safia's negotiation, the leverage comes from her promise to free the pigs in exchange for information from Mayor.
The Charisma modifier directly affects the roll outcome. A character with higher Charisma has better odds of achieving a clean success, while lower Charisma characters face greater risk of complications or failure.
- Aid: Another player character can assist with a Parlay attempt before the roll, adding +1 to the result. This can potentially turn a partial success (7-9) into a full success (10+).
History
Session 2
Parlay governs a critical negotiation between Safia and Mayor about freeing captured pigs. Safia attempts to use the move, rolling 2d6 plus her Charisma modifier. She rolls a 6 on the dice, and with her +1 Charisma bonus, achieves a total of 7—a partial success.
As the rules dictate for a 7-9 result, Mayor demands concrete assurance of Safia's promise right now. This mechanical outcome forces Safia to immediately demonstrate her commitment by releasing the pigs before receiving the information she seeks, rather than being able to secure the information first and fulfill her promise afterward.
Episode: "Session 4"
Sucks employs parlay when negotiating with the Novelty Goods Shopkeeper, using purple goo as leverage to obtain burning goo in exchange. The exchange demonstrates parlay's application in commercial negotiations where both parties have something the other wants.
Safia aids Sucks's attempt, and Shawn calls for the roll: "Roll your roll. Parlay." The combined effort results in a 10+ success, allowing Sucks to complete the trade. This instance reveals that parlay's mechanical resolution uses 2d6 plus the character's bond with the NPC—not Charisma—reflecting how existing relationships influence negotiation outcomes. The successful roll allows the goo-for-goo exchange to proceed without complications.
Episode: "Session 6"
When Sucks offered Nick Silver a Hilary Duff Poster in exchange for more specific information about jobs, Shawn called for a Parlay roll. The roll required adding six plus Sucks's Charisma modifier. Abdul rolled a 9, achieving a partial success in the 7-9 range.
Following the roll, Abdul observed that if someone aided, the result could reach 10 and become an unmitigated success. Brad jokingly suggested, "what if one of your coins aids?" However, Sucks had already depleted his coin resources, having given them all to Nick Silver in their first transaction. This moment illustrated Sucks's characteristic tendency to exhaust resources quickly, leaving nothing in reserve for subsequent negotiations.