Hello everyone, I am a first time poster, but have kept up with this excellent community for a few months.

Hello everyone, I am a first time poster, but have kept up with this excellent community for a few months.

Hello everyone, I am a first time poster, but have kept up with this excellent community for a few months. I just received my softcover rule book and have been reading the guides and other supplementals. My question: if there is a list of 3 or 4 items for a move and a character can only use 1 (based on roll result), is it reasonable to assume the other listed items of the move could be converted to consequences, either soft or hard? Ex: +Tim Franzke’s Guardian Form, defend in tree form, 7-9 either do damage to foe or prevent damage to a companion. If choosing 1, it seems implied the opposite of the other item not selected occurs in play as a consequence. Is that too obvious and I missed it or can the GM go in another direction? Thanks.

12 thoughts on “Hello everyone, I am a first time poster, but have kept up with this excellent community for a few months.”

  1. Well. The ally gets attacked and the warden makes a this move to protect them. If they not choose to prevent the damage then the ally gets hit (as was said in the trigger, they can’t defend against it) and takes damage. If you choose to protect the, you can’t choose to deal e damage to them.

  2. Pretty much! To clarify it a bit, there are two basic types of lists:

    * Choose things to happen

    * Choose things that don’t happen

    In the first type, only the thing you choose is of consequence, nothing else happens.

    In the second type, everything you don’t choose happens.

    Most moves aren’t phrased like this and instead involve a mix of positive and negative options, allowing the player to choose a good thing to happen and (often on a 10+) avoid the obvious consequences. Often there will be more consequences than they have options to avoid, so they’ll automatically trigger a consequence in the move, making the GM’s job easy!

    You can bring the move’s consequences in separately or use them as inspiration for GM moves even if the players don’t pick the choices, but that’ll be in response to other player moves too.

  3. However, the “choose what does not happen” isn’t always 100% clear if all these things NEEDto happen or not. That is why I like moves more where you choose what happens. Less ambiguity and easier choice.

  4. Yeah, me too! Also, that’s a damn good point, I’d forgotten most moves don’t make it that clear.

     Also, it’s a hell of a lot easier to read the positive move choices.

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