Is this move for a FOTF setting ridiculously over the top?

Is this move for a FOTF setting ridiculously over the top?

Is this move for a FOTF setting ridiculously over the top? I don’t feel like I’ve got the balance between simplicity and versatility right in custom moves, and tend to overcomplicate. What’s the best bit to simplify?

Rose milk is harvested in droplets from Col Fen’s pale roses on misty mornings.

When you drink a cup of rose-milk, roll +CON. On a hit, forget your pain: recover half your lost hit points and write down the number you recovered. The next morning, take that much damage. Then, on a 10+, roll 1d6, add your Dose, and consult the table below. On a 7-9, roll 2d6, add your Dose, and consult the table.

1-6: Increase your Dose by 1

7: Forget your grief. Say what it was, then take INT damage equal to your Dose (min 1)

8: Forget your promise. Say which one, then take CHA damage equal to your Dose (min 1)

9: Forget your crime. Say what it was, then take WIS damage equal to your Dose (min 1)

10+: Forget your last hour/day/week/month/year. Each time you get this result, cross out the first entry on the list. If you role this result and all the options are crossed off, you forget your self and are no longer able to function as a player character.

4 thoughts on “Is this move for a FOTF setting ridiculously over the top?”

  1. It’s got a lot of moving parts, and takes a long time and a lot of uses to play out. Also, the “temporary” healing makes it pretty unattractive. I doubt that someone would drink rose milk often enough in a game for the effects to really play out.

    I’d change it to be something like:

    When you drink a cup of rose-milk, recover half your lost hit points. Then roll+CON. On a 10+, it’s cool; on a 7-9, mark 1 box below (your choice); on a 6-, mark 1d4[?] boxes of your choice.

    []

    []

    [] Forget the last couple hours.

    [] Forget your promise. Say which one then take 1d4 CHA damage.

    [] Forget your grief. Say what it was, then take 1d4 INT damage.

    [] Forget your crime. Say what it was, then take 1d4 WIS damage.

    [] Forget your self.

    (I might also play with the amount healed. Maybe “heal 1d8 damage” or “heal damage to put you at 1/2 your max HP” or something like that.)

  2. It’s got a lot of moving parts, and takes a long time and a lot of uses to play out. Also, the “temporary” healing makes it pretty unattractive. I doubt that someone would drink rose milk often enough in a game for the effects to really play out.

    I’d change it to be something like:

    When you drink a cup of rose-milk, recover half your lost hit points. Then roll+CON. On a 10+, it’s cool; on a 7-9, mark 1 box below (your choice); on a 6-, mark 1d4[?] boxes of your choice.

    []

    []

    [] Forget the last couple hours.

    [] Forget your promise. Say which one then take 1d4 CHA damage.

    [] Forget your grief. Say what it was, then take 1d4 INT damage.

    [] Forget your crime. Say what it was, then take 1d4 WIS damage.

    [] Forget your self.

    (I might also play with the amount healed. Maybe “heal 1d8 damage” or “heal damage to put you at 1/2 your max HP” or something like that.)

  3. Yeah, all good points! Here’s my revised version of the move.

    When you drink a cup of rose-milk, recover half your lost hit points. Then roll+CON. On a 10+, choose one thing to forget — a face, a promise, a wrong, a secret, a useful piece of knowledge. It is gone from your memory. On a 7-9, the GM chooses what you forget, instead. On a 6-, the GM makes a move (INT, WIS or CHA damage are good possibilities, or a new Thread representing the character’s enthralment to the rose-milk).

    If you have already taken rose-milk today, treat it as an roll of 6-

    I think the GM could have some fun with this: making them forget the route they were following, or a piece of equipment, or the role they had in a plan.

  4. Yeah, all good points! Here’s my revised version of the move.

    When you drink a cup of rose-milk, recover half your lost hit points. Then roll+CON. On a 10+, choose one thing to forget — a face, a promise, a wrong, a secret, a useful piece of knowledge. It is gone from your memory. On a 7-9, the GM chooses what you forget, instead. On a 6-, the GM makes a move (INT, WIS or CHA damage are good possibilities, or a new Thread representing the character’s enthralment to the rose-milk).

    If you have already taken rose-milk today, treat it as an roll of 6-

    I think the GM could have some fun with this: making them forget the route they were following, or a piece of equipment, or the role they had in a plan.

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