I’m looking for some help with this move for one of the Mistmarch almanacs. I think there must be a better way to deal with this than using Hold (especially GM hold – who’ll ever remember that?). And the 7-9 result feels like a fail, not a compromised success. Advice appreciated!
Encounter – the company of the dead
The dead haunt the waters of Col Fen. When traveling, you’ll often glimpse reflections of other figures walking beside you.
When you look too closely at the reflections in the fen-water, roll +LUCK; on a 10+ the GM will ask you the first question from the list below; on a 7-9 they will ask you the second or third question. On a miss, the GM makes a move as normal (WIS damage is a good fallback).
– Name someone close to you, now dead (hold 1)
– Name someone you killed, or whose death was your fault (GM holds 1)
– Name someone who was alive, when last you saw them (hold 1)
You may spend hold to call upon the spirit’s aid in one task (+1 to the roll, just like a standard Aid action. However, the spirits cannot touch anything, or speak). The GM may spend their hold to have the spirits interfere with you on a task (-2 to a roll).
The spirits you see in Col Fen always belong to people you knew. They are solemn, usually harmless (however, see the entry for Willowicks), but may convey messages or pass judgement. If you submerge, the spirits are clearer, appearing as drowned, drifting figures under the water. They still can’t touch you – except at the Heart of the Fen.
Maybe I should just lose the Hold and the Aid/Interfere stuff altogether. But then 7-9 feels even more like a failure. Maybe that’s ok?
sub until I’ve got a keyboard to work with.
sub until I’ve got a keyboard to work with.
Could 7-9 be one aid, but one interfere when you least expect it?
Could 7-9 be one aid, but one interfere when you least expect it?
What’s the fictional outcome you are envisioning? It’s a bit unclear to me. Maybe because you are using LUCK. I might use WIS or CHA.
Hmm, I started to type on my phone, and realized I needed my keyboard. I’ll be back (said in Arnold accent).
What’s the fictional outcome you are envisioning? It’s a bit unclear to me. Maybe because you are using LUCK. I might use WIS or CHA.
Hmm, I started to type on my phone, and realized I needed my keyboard. I’ll be back (said in Arnold accent).
That is… a very good question.What this move is meant to establish is that you are being followed by one of the spirits of the dead, but it’s up to the dice whether if beneficent, malevolent, or tragic.
The presence of spirits ties into some other dangers and discoveries in the almanac.
I think this move is a nice opportunity for the GM to ask a bunch of pointed question. I was thinking it should have some mechanical consequences, too, but maybe the important thing is to establish the nature of the spirit, let the GM ask a bunch of questions, and then save the mechanics for when the player wanders into one of the fictional triggers in the area.
That is… a very good question.What this move is meant to establish is that you are being followed by one of the spirits of the dead, but it’s up to the dice whether if beneficent, malevolent, or tragic.
The presence of spirits ties into some other dangers and discoveries in the almanac.
I think this move is a nice opportunity for the GM to ask a bunch of pointed question. I was thinking it should have some mechanical consequences, too, but maybe the important thing is to establish the nature of the spirit, let the GM ask a bunch of questions, and then save the mechanics for when the player wanders into one of the fictional triggers in the area.
If you stick with Luck, you could have something like “on a 10+ both, on a 7-9 choose 1: you were not responsible for this spirit’s death / this spirit’s death is not a surprise to you”
If you stick with Luck, you could have something like “on a 10+ both, on a 7-9 choose 1: you were not responsible for this spirit’s death / this spirit’s death is not a surprise to you”
I agree with your conclusion Chris Gardiner – I think your original draft was trying to shove too much into one move, when the situation/location calls for at least 2, and probably more.
I also like Andrew Bailey ‘s suggestion. The first thing that is necessary to understand is the relationship of the character to the spirit. All else seems like it would follow from that, including the GM further fleshing out “who was responsible” and “why is/isn’t this a surprise”.
I agree with your conclusion Chris Gardiner – I think your original draft was trying to shove too much into one move, when the situation/location calls for at least 2, and probably more.
I also like Andrew Bailey ‘s suggestion. The first thing that is necessary to understand is the relationship of the character to the spirit. All else seems like it would follow from that, including the GM further fleshing out “who was responsible” and “why is/isn’t this a surprise”.
Chris Gardiner How about this?
When you look too closely at the reflections in the fen-water, roll and add…
+1 if you can name one of your dearly departed, and why they meant so much to you
+1 if you honor your ancestors well and dutifully, and tell us what that looks like
-1 if there are any among the dead who curse your name, or -2 if they blame you for their deaths
On a 10+, you see one of your ancestors or your dearly departed in the fen. They will follow you until you call on them for aid as you make a roll. Say how their influence could can help you or your tip the scales in your favor, and add +1 to your roll (even after the dice have hit the table).
On a 7-9, as above, but you also see one of the angry dead. They will follow you as well, waiting for an opportunity to make your life miserable. Once they have had their petty revenge, they flit back across the Black Gates where they belong.
On a 6-, mark XP, you see only one of the angry dead. They will follow you until they can take their petty revenge, as on a 7-9.
Chris Gardiner How about this?
When you look too closely at the reflections in the fen-water, roll and add…
+1 if you can name one of your dearly departed, and why they meant so much to you
+1 if you honor your ancestors well and dutifully, and tell us what that looks like
-1 if there are any among the dead who curse your name, or -2 if they blame you for their deaths
On a 10+, you see one of your ancestors or your dearly departed in the fen. They will follow you until you call on them for aid as you make a roll. Say how their influence could can help you or your tip the scales in your favor, and add +1 to your roll (even after the dice have hit the table).
On a 7-9, as above, but you also see one of the angry dead. They will follow you as well, waiting for an opportunity to make your life miserable. Once they have had their petty revenge, they flit back across the Black Gates where they belong.
On a 6-, mark XP, you see only one of the angry dead. They will follow you until they can take their petty revenge, as on a 7-9.