mb. wrote:
Moves in DW aren't something you "use", they're "triggered" by the fiction – in a game around a table, you'd describe what you're doing and I/we would decide if you triggered a move, which you'd then roll. In PbP we sort of have to shortcut that a bit, or suffer half the already slow speed. So it's absolutely right and desirable that you to say "I do this" and then roll the move you think is appropriate. And usually it works fine.
That makes sense to me, as far as saving time; but this is something I'm still getting used to, the divide between where narrative and mechanics mesh. Part of it is that things that are a part of my character (abilities, skills, traits, etc) feel like something that should be used at my discretion.
As described, the door is extremely sturdy and heavy, but unlocked. If we'd been at a table together, I would've said "when you ram it, it opens. Slowly, but your bash does open it." No roll necessary. Since you pulled the move into it, and unfortunately failed, I went with it. In hindsight, I should've called it, stricken the move, and just opened the door. But I had thought (knowing that your nemesis the Alpha was waiting behind the door for Bedwyr's spotlight moment) that starting with an embarrassment, which with good rolls would turn into heroic redemption, was good for some drama and character development. Describing your character as arrogant is pretty much
asking the GM to take him down a notch or two eventually.

As long as he also has a chance to redeem himself.
Hrmm...I see it differently, I guess. To me, having a character who is arrogant (especially one who has been so for some time, as Bedwyr has) usually says there is probably a reason why he is such...in general, quite a few people are arrogant because they actually can back it up. From a narrative perspective, I would generally only take an arrogant character down a notch if I wanted to develop him into a less arrogant person; one who learned some humility/hubris. That doesn't strike me as very "Bedwyr"; I'd planned to perhaps temper his arrogance a bit by playing to some of the social drawbacks of being arrogant...in short, that it's a very unlikeable personality trait. Now Bedwyr has spent a lot of his life not developing close personal relationships, in part as a defense mechanism, so this drawback hasn't been as harmful...but if he develops closer ties to friends/allies, then he might start to reconsider his attitude...at least as far as his friends.
Or he might not, and may simply remain conceited and arrogant...which makes him a flawed hero, which is not a bad thing at all, IMO.
As for the rolls and the chance of failure, some of your frustration may stem more from my inexperience as a GM than from DW itself. A 10+ is a clear success, a 7-9 is a success with consequences, and a 6- is a clear failure. On a roll+0 you'd be right about the 40%ish failure, but most common moves are roll+2, so you only completely fail on a roll of 2-4, which improves your odds considerably on 2d6. I like this much more than your average d20 game, because even a partial failure in stress situations, especially life or death and/or pain situations, should logically almost always have consequences. The consequences are also where GM moves come in. The GM never rolls for monster attacks – they are one of the GM options that arise from your rolls. I think the system is perfect for a certain kind of play, if everyone's okay with their characters developing and changing, but I know I haven't perfected GMing it yet.
Well first, I take just as much blame for this as you, especially considering I'm at least as unfamiliar with the system. So don't beat yourself up over it.

Second, perhaps that's a factor...the fact that the character is supposed to develop and change. If I'd been thinking more with that in mind, I might have designed a different character, with a clearer perspective on how I wanted him to change. As it is, I already had a somewhat clear picture of how I wanted the character, so I'm a bit resistant to changing him thus far.
In this case, I'll leave it up to you. I screwed up and should have stricken your move and just opened the door. If you'd like to retcon it, no problem: I'll edit my last post and we can move on. Let me know.
I appreciate the offer, but it'll be simpler if we let it stand; let's take it as a lesson learned for next time, on both our parts. Fair enough?