Still exploring ways to make a better UAPJ move that is open-endend, not tied to specific roles and straightforward…

Still exploring ways to make a better UAPJ move that is open-endend, not tied to specific roles and straightforward…

Still exploring ways to make a better UAPJ move that is open-endend, not tied to specific roles and straightforward enough.

UNDERTAKE A PERILOUS JOURNEY

When you travel through dangerous territory, the GM will paint the scene, each PC says how he overcomes the challenges or otherwise helps reach the destination then roll+STAT.

On a 12+, your efforts help one of the party member. He gains +1 Forward.

On a 10+, you pull your weight.

On a 7-9, Choose 1.

On a 6-, Choose 1 and the GM also choose 1.

■ Take damage, ask the GM which dice to roll.

■ Take a debility and describe how you got it.

■ Lose something important (ammo, spell, follower, weapon, etc)

■ You stirred up trouble on the way; it’s on your tail or it’ll get you on your way back.

It seems really close to Jeremy Strandberg Struggle as One.

As a GM would you prefer to be able to make a move as you see fit better than choosing in a list?

Would you add other choices to that list?

2 thoughts on “Still exploring ways to make a better UAPJ move that is open-endend, not tied to specific roles and straightforward…”

  1. Overall, I like the move.

    The “take damage” option seems weak for two reasons – one is that it’s kind of mechanical (although it could say “describe how you got it” like the debility to address that). The other is that hitpoints damage is something that heals relatively quickly, and this was a journey that took days.

    The option could be changed to something like “You have a lasting injury – a sprained ankle, a scratched eye or similar”… an injury in the fiction which, while not backed up by a debility, could still come into play and not just simply be cured by The Cleric.

    Another potentially interesting option:

    ■ You stirred up trouble on the way. Expect repercussions, either following you or when you try to return this way.

  2. I like that. Squeeze them in the dungeon, cut their exit 😛

    For HP damage, I agree it’s a bit meh but it’s an easy one when you draw a blank as the GM. Plus, to me, the characters reach their destination with the effect they got from the move. So even if it spans days or weeks, you still reach the destination with the effects. You’ve been through exhausting ordeal for days, your muscle aches, your spirit is drained. You’ve been malnourished and slept poorly. You walked days under freezing rain, and scorching sun. It’s not any actual wound that a cleric can close.

    I guess I can make this clearer in the text!

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