When you take a few minutes to test uncertain ice, Roll + WIS.  On a hit the GM will tell you whether it can be…

When you take a few minutes to test uncertain ice, Roll + WIS.  On a hit the GM will tell you whether it can be…

When you take a few minutes to test uncertain ice, Roll + WIS.  On a hit the GM will tell you whether it can be crossed safely, and if not, what the threat is.  On a 7-9 choose one :

* It takes significantly longer to test than you expected.

* You misjudge the ice.  If you act on your poor evaluation and it places the party and/or yourself in danger, take XP.

On a miss the GM will make a Hard Move.  You won’t like it.

When you cross untested ice, Roll + DEX.  On a 10+, you cross safely.  On a 7-9, you cross, but the GM will choose one :

* The ice cracks and groans under you.  Any other attempts to cross are made at -1 (ongoing, cumulative)

* A weak patch threatens to open beneath you – ditch 2 weight or risk breaking through.

* There’s something unexpected and dangerous on the far shore.

On a miss the GM will make a Hard Move.  You won’t like it.

4 thoughts on “When you take a few minutes to test uncertain ice, Roll + WIS.  On a hit the GM will tell you whether it can be…”

  1. First move: on a hit the GM tells you whether it can be crossed safely; but on a 7-9 you can choose to misjudge the ice. Does that mean the GM is lying to you? I don’t see how those work well together. That option for 7-9 feels more like a 6- result, especially with the marking of XP.

    I like the second one a lot. Nice hard choices on a 7-9.

  2. Easily could be.  Occasionally using a custom move instead of the standard fits with keeping character lives interesting, since it fairly avoids player expectations…. I think.

    Noah, lying wasn’t the intent.  The character using information contrary to what the player knows was.  I’ll mull on it – if the move needs explaining outside it’s own text, it’s not ready yet.

  3. How about :

    When you take a few minutes to test uncertain ice, Roll + WIS. 

    On a 10+ the GM will tell you whether it can be crossed safely, and if not, what the threat is.  Take + 1 forward when acting on this information. 

    On a 7-9 choose one :

    * The ice appears too thin to cross.

    * The ice is thick enough to cross, but an unexpected danger lurks nearby.

    On a miss the GM will make a Hard Move.  You won’t like it.

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