Lets realtalk about what is possibly my favourite move in the core play books: the wizards Ritual.
As a GM and a player, I love the “yes, but!” Or “yes, and!” The move states.
When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
• It’s going to take days/weeks/months • First you must __
• You’ll need help from __
• It will require a lot of money
• The best you can do is a lesser version, unreliable and limited • You and your allies will risk danger from __
• You’ll have to disenchant __ to do it
Ritual is perfect for creating exciting scenes as the wizard tries to focus on the magics they’re channeling and everyone else protects them or helps!
It also shows you can do anything with magic, if you can find the power and are willing to pay the price.
Who’s had amazing cool rituals in their games?