I came up with this move a while ago to kick off a oneshot. It’s designed to facilitate a game where the player characters are all united to defeat some threat to the world. It gives each player a hand in defining the threat, with the intention being to get all the players invested from the start.
I imagine it being used in an opening scene or prologue where the PCs are all gathered around a campfire or in a tavern sharing their information or stories. Each player rolls the move in turn and builds on the details established by the previous players, optionally starting with a GM prompt (like “an evil noble”, or “a wild beast”).
Here’s the move:
When you share your experience regarding the Threat, describe your previous encounter with the Threat and roll. If it was…
…through battle or contest, +Str
…through stealth or escape, +Dex
…through affliction or defeat, +Con
…through research or prophecy, +Int
…through divination or oracle, +Wis
…through rumour or trickery, +Cha
On a 10+, you come with insight into how to gain an advantage. Describe one weakness or limitation of the Threat.
On a 7–9, you know of the danger the Threat poses – and knowledge is power. Describe one quality that makes the Threat dangerous.
On a 6-, Mark XP. You possess only vague and unsubstantiated information. As 7-9, but prepare yourself – the Threat may be even more dangerous than you imagined.