Originally shared by Oli Jeffery
So here’s a custom move from Liars and Bastards All, my Dungeon World hack of Locke-Lamora-esque adventure.
It’s meant to simulate a desperate action, and to build tension, plus play into the gambling, free wheeling nature of the source material. My concern is that it’s mostly mechanical, though it shouldn’t be too hard to simulate fiction around.
What do you think?
Push your luck
When you push your luck instead of accepting a partial success, Roll the original Move again.
On a 10+ you succeed as per that move.
On a 7-9 you can accept the partial success for that move, or Push Your Luck again.
On a 6-, the GM gets to make a hard move against you, and against one of your comrades for every time you pushed your luck before failing. You can only Push Your Luck as many times as there are other players in the game.
I like it!
Thief: Rolls 7-9 to pick lock Crap. Fighter! Gimme your hair pin!
Thief: Rolls 7-9 to pick lock with Fighter’s hair pin Ugh, no good. Bard, gimme that lute string!
Thief: Rolls a 3 at picking lock with Bard’s lute string Oh. Damn.
GM: You’ve taken too long, the Guard knows something’s up. Fighter’s hair keeps falling in her eyes and Bard has to restring his lute now before he can use Arcane Art. What do you do?