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THE SIX MOVES, for easy reference.

Posted by The GMFor group 0
The GM
GM, 8 posts
Mon 26 Jul 2021
at 21:12
  • msg #1

THE SIX MOVES, for easy reference

Avoid Danger
When you attempt something without regard for the consequences, make a roll.
--On a roll of 6, you pull it off.
--On 4 or 5, the GM will tell you what it will cost to succeed.

Avoid Danger is for when your character is trying something risky. You could be trying to climb up a tall wall, run past a set of enemies, or duck for cover to avoid getting
hurt. It’s a great move to use when the group isn’t sure which move best applies.

The consequence is purposefully open ended. When it says the GM will tell you what it will cost to succeed, the consequences are entirely in his hands. This means he might tell you the move will put you in a bad position, or that you could take Harm doing it, or any number of things. It’s up to the player if the cost is worth pressing forward.


Cunning Ploy
When you make preparations or attempt to create an advantage, make a roll.
--On a roll of 6, you temporarily create a new scene Trait.
--On a 4 or 5, the Trait can only be used once and must be used immediately.

Cunning Ploy is the move for helping the group as a whole. This could be creating a trap, directly trying to help another character, or adding something beneficial to the scene. Essentially, you are trying to change the situation to your advantage.

This is a great move for when you want to increase your chances of success. The trait created is temporary however, and exactly how long it sticks around is entirely
up the the GM. Something like creating a fire might stick around for a very long time, while something like setting up a trap might only be usable once. If your roll results in a complication and the conditions aren’t right to use it immediately, you lose the
opportunity.



Get Violent:
When you use force against someone, make a roll.
--On a roll of 6, choose two from the following list. On a roll of 4 or 5, choose one:
· You don’t take Harm
· You deal Harm to them
· You get them out of the way
· You take something from them
· You knock them unconscious (only works on minor threats like normal guards) (or slightly larger problems that have already taken a Harm)(Or Mercenaries/Bounty Hunters who have already taken 2 Harm)

Get Violent is for when you are using force to get what you want. This isn't threats, but physically acting against someone by any means necessary. This could involve attacking someone with a weapon, grabbing or pushing them where you want, or ripping something out of their hands. If the person or situation in which you are getting violent is inherently dangerous, then you are inviting the GM to give you Harm unless you specifically choose the option to avoid taking any Harm.


Look Around
When you attempt to gather information or search an area, make a roll.
--On a roll of 6, you may ask one question from the following list.
--On a 4 or 5, the GM chooses the question and answers it:
· What is dangerous here?
· What is valuable here?
· What has recently happened here?
· What is hidden here?

Look Around is the move for when you want to know more about what’s around you. When you ask a question, the GM will answer truthfully and attempt to give you information that is helpful to you.

It doesn’t matter exactly how you discovered the information. If you ask the question, the GM will give you the answer and explain how you found the information.


Don’t Get Caught
When you try to deceive someone or do something without them noticing, make a roll.
--On a roll of 6, nobody notices.
--On a 4 or 5, choose one:
· The deception will not last long
· You are exposed to danger somehow

Don’t Get Caught is for whenever you’re trying to trick another person. Whether you’re trying to keep them from noticing you hiding, taking something from them, using a clever
disguise, or lying to them, this is the move.

If you choose for the deception to not last long, then they will attempt to find you after they find out what you did. This means the GM will bring them back as a problem you will have to deal with. Being exposed to danger means that you either suffer a repercussion now, or that the GM will soon cause the situation to get dangerous.


Talk It Over
When you ask something from someone willing to listen, make a roll.
--On a roll of 6, you convince them to help you.
--On a 4 or 5, they demand something more in return.

Talk It Over is for situations when you have someone who is already willing to listen to you. This is not for dissuading hostile or violent enemies. You must have a good reason why they should listen to you in order to use this move.

You could attempt to bribe someone with Shiny, or explain how helping you is also in their best interest, but some reason that makes the person willing to listen to an outcast like you is necessary.

If they demand something in return, they might ask for something physical they want or a favor, but they refuse to help until you’ve completed your end of the bargain first.



Making Moves:

The important thing to remember is that doing what the move describes is how you trigger it. Don’t ask if you can Get Violent, just do it. Tackle someone to the ground or take a swing at them. The game works best when you describe what your character is doing first. Start with the action, and use the rules to determine the result.

When you’re playing the game, you may narrate what your character would do next and the GM will tell you what move to make. At other times, you may know what move you want to make,
and you’ll describe your character’s actions in a way that would trigger the move.

It’s also important to note that the moves are not intended to be repeated over and over unless the situation has changed. If you attempt to Look Around and fail, then you can’t just look harder unless you do something to alter the situation. The moves are designed to create the story. Trust them to do that.
This message was last edited by the GM at 16:10, Sat 11 Sept 2021.
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