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Aid Move

Summary

The Aid Move is a Dungeon World basic move that enables collaborative play by allowing one character to help another succeed at an action. When a player invokes this move, they roll 2d6 and add their bond with the character they are assisting. Success on this roll can improve the outcome of the aided character's action, potentially pushing a partial success into a full success or granting forward momentum for subsequent actions.

In Session 8 of the campaign, Safia used the Aid Move to support Vasso during his confrontation with guards. Session 10 further demonstrated the move's tactical depth through chain aiding, where multiple characters aided each other in sequence to boost Cat's Called Shot from a partial to a complete success.

Details

The Aid Move operates on Dungeon World's standard 2d6 resolution system, with the roll modified by the bond rating between the aiding character and the character being helped. This mechanical tie to bonds reinforces the system's emphasis on character relationships as a tangible gameplay resource.

When Safia aided Vasso in Session 8, the player asked "Do I roll 2d6 plus bond?" confirming the move's basic mechanic. The stated intention was to "de-escalate the situation," showing how the Aid Move can support not just the mechanical success of another character's move but also align with specific narrative goals.

The mechanical impact of a successful Aid roll can be substantial. In the Session 8 example, Safia's successful roll—achieving a 10—pushed Vasso's result on I Am the Law from 9 to 10. This shift upgraded Vasso's outcome from a partial success (7-9 result) to a full success (10+ result), and additionally granted Vasso +1 forward against guards. The +1 forward represents a mechanical advantage that applies to Vasso's next relevant roll, in this case specifically when dealing with guards.

The move's design supports the collaborative nature of Dungeon World gameplay, where players can directly influence and enhance each other's actions through both mechanical support and narrative framing.

  • Narrative Constraints: The move requires active participation and meaningful positioning to assist. Characters who have already attempted the same action may not be able to aid, and assistance must be more substantial than verbal direction from a distance.

  • Retroactive Bonds: The GM may allow bonds to be established retroactively when appropriate, particularly for bonds that would logically have formed during recent shared experiences.

  • Chain Aiding: Aid moves can be chained together, where one character aids another character who is themselves providing aid. The GM described this as "a chain of sevens". In Session 10's Thunder Hog combat, Sucks aided Safia's aid attempt, which in turn aided Cat, transforming a 7-9 result into a 10+. This demonstrates that multiple sequential aid attempts can compound to create successful outcomes even when initial aid rolls fall short of the 7+ threshold.

History

Session 8

The Aid Move came into play when Vasso confronted guards and needed support. The GM asked, "If Safia were to aid you," presenting the option for collaborative action. Safia's player chose to attempt the Aid Move with the stated goal to "de-escalate the situation."

After confirming the roll mechanic ("Do I roll 2d6 plus bond?"), Safia rolled and achieved a result of 10. This success had immediate mechanical consequences: "That's a 10, and that pushes Vasso over to a 10." The improved result on Vasso's I Am the Law move changed the narrative outcome and granted Vasso +1 forward when dealing with guards, providing tactical advantage in the ongoing situation.

Episode: "Session 9"

The Aid Move features prominently during the party's search of Yassandra's shed and their investigation of living wood prosthetics. When searching the shed, questions arise about the move's proper application—whether Cat can aid by "yelling look in the hiding spots" from outside, and whether Safia can help after already searching herself. These attempts prove unsuccessful, highlighting that the move requires active participation from someone in position to meaningfully assist.

The most significant application occurs when Vasso aids Sucks Benedict in understanding the ever-living branch prosthetic. Vasso draws on knowledge from his commune to help Sucks Benedict comprehend the nature of the living wood. The aid proves crucial: Vasso rolls a 7, turning Sucks Benedict's roll from a 9 to a 10, as confirmed when the table notes "That's a seven, so that makes it a ten." This success allows both characters to fully understand how the living wood prosthetics work.

The session also reveals bond requirements for the Aid Move. Dayna initially lacks an active bond with Sucks Benedict, stating "I actually don't have a blaster Sucks right now" and "I never created a new one." Shawn allows the bond to be established retroactively, explaining "That's okay. I'm comfortable saying if you were gonna form a new one with Sucks, I'm. Because like, that's usually something that happens during the end of session."

Episode: "Session 10"

The aid move featured prominently during the Thunder Hog combat, where the party employed a chain configuration to turn a partial success into a complete success. Safia initially attempted to aid Cat's Called Shot by struggling against the Thunder Hog's grip. The GM called for the roll: "So you two D6 plus bond, you're basically just like struggling in this guy's grip." Safia rolled a 5, which with their bond of 1 with Cat totaled 6—one short of the threshold for success.

Recognizing the opportunity to create what the GM described as "a chain of sevens", Sucks intervened to aid Safia's aid attempt. When asked how they were aiding, Sucks and Vasso cooperatively aided "by being the bear lord," with Sucks specifically playing Uncle Cracker as part of the action. Sucks rolled an 8, succeeding on the aid.

The GM explained the cascade effect: "So sucks's successful aid makes Safiya's aid successful, which gives cat a plus one, making it a ten plus the bear goes." This chain transformed Cat's original 7-9 result into a 10+, demonstrating that aid moves can be chained together—one character can aid another character who is themselves providing aid. The successful chain allowed the party to achieve maximum effectiveness on a critical combat action through coordinated teamwork.

Last updated 8/24/2026

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