I’ve gone back and forth on whether a high-mortality game of repeating character instances needs the rigorous dispassion of the ideal old school referee, or the player action focus of PbtA moves. I think the case can be made made either way, but this time I’m interested in playing with the move structure. So here are some basic moves for a game that tries very hard to kill characters.
When a move tells you to roll, roll 2 20-sided dice and compare them to the appropriate stat.
If both dice roll at or under the stat, you gain the success effect.
If only one die rolls at or under the stat, you gain the partial success effect.
If neither do, you fail.
When you are locked in a terrifying hand to hand struggle with someone or something that’s trying to kill you, roll STR.
On a success, pick 2
On a partial success, pick 1
- You avoid the blow
- You deal damage
- You do not find yourself in a dangerous position
When a terrible danger is about to befall you, roll vs the appropriate stat:
|STR||a danger that physically overpowers you|
|DEX||a danger that can be dodged|
|CON||a danger that attacks your physical integrity|
|INT||a danger to your soundness of mind|
|WIS||a danger that clouds or influences the mind|
|CHA||a danger that inspires paralyzing fear or stark terror, or possession|
On a success, you avoid or resist the danger.
On a partial success, you resist the worst of the danger but suffer some limited or lesser effect.
When you interact with an illusion, it mostly behaves as though it were real. Until a character can break the illusion, it ensnares all who see it in its unreal world.
If you believe that something is an illusion, take a decisive action to interact with its unreality. If the thing is real, face the consequences of your action. If it is an illusion, roll INT.
On a success, the illusion is broken for the party.
On a partial success, the illusion is broken for you.
On a failure, face the illusory consequences of your action.