I’m not share I understand how ‘hold’ moves can best be used in the fiction. Presumably the players record the amount of hold and use it at their discretion. Is it held indefinitely?
The doco uses the example: “you can’t spend your hold from defend on trap expert or vice versa”.
So this Defend hold effectively becomes an item on the player’s inventory? Are the moves that generate hold designed to come up often, thus making good use of the hold?
It’s all a part of the fiction. If the fighter stops defending, he loses his defend hold. When the Druid stops being a bird, he loses the hold he gained to be in that form.
You don’t keep them forever. If you stops fending something you loose your defend hold.
Think of hold as “holding x for y” like “I hold 3 for defend at the moment”.
OK, got it. Completely misunderstood it on first encounter.
Thanks.
Practical consideration:
I get some of my players to doodle a box next to the move that generated it and place a d6 set to the remaining Hold on the box. Each time they use it, they count down until it’s expended or irrelevant.
(This goes for my more distractible players, but others are fine to just hold up three fingers and count down during the scene)
We use little glass beads or tiny skulls or some other physical token that I (as GM) hand the player to represent hold.
I usually remember how much hold I have and make little marks as I use it up.
John Marron I like that idea – we normally play sprawled out on couches with just a small ottoman as the central table so dice are a bit fiddly. Counters of some sort that they can hold would be great.
Hold is a measure of, among other things, time. In D&D you have an effect that lasts for x rounds. In DW the effect lasts long enough to allow you to do x actions. How long am I a bird? As long as it takes you to catch 3 worms.