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Classic Version

When you help or hinder someone , roll+bond with them. (You can have multiple bonds with someone)

  • On a 10+, they take +1 or -2 to their roll, your choice.
  • On a 7–9, they still get a modifier, but you also expose yourself to danger, retribution, or cost.

Any time you feel like two players should be rolling against each other, the defender should be interfering with the attacker. This doesn’t always mean sabotaging them. It can mean anything from arguing against a parley to just being a shifty person who’s hard to discern. It’s about getting in the way of another players’ success.

Always ask the person aiding or interfering how they are doing it. As long as they can answer that, they trigger the move. Sometimes, as the GM, you’ll have to ask if interference is happening. Your players might not always notice they’re interfering with each other.

Aid is a little more obvious. If a player can explain how they’re helping with a move and it makes sense, let them roll to aid.

No matter how many people aid or interfere with a given roll, the target only gets the +1 or -2 once. Even if a whole party of adventurers aid in attacking an ogre, the one who makes the final attack only gets +1.

Aid or Interfere should always be resolved before the move it is meant to effect. Otherwise it can become a game of "rescuing" characters from a roll of 6 or 9 to bump them up to the next category. 

Custom Version

For some GMs and players, bonds doesn't always feel applicable as a modifier for aiding or interfering.  Some GMs may prefer to have this move work like Defy Danger , where the player states how their character is going to aid or interfere and picks the most applicable ability modifier. For example, are they going to aid or interfere with:

  • with brute strength +Str
  • with fast reflexes +Dex
  • with stubborn determination +Con
  • with quick thinking +Int
  • spotting something on hand to use +Wis
  • verbal inspiration or intimidation +Cha