How do you guys manage the ressources of your players with hard moves?

How do you guys manage the ressources of your players with hard moves?

How do you guys manage the ressources of your players with hard moves? 

When they roll a 6-, do you sometimes simply choose what item gets damaged/destroyed with logical thinking or do you roll on a item category list to determine what gets affected?

8 thoughts on “How do you guys manage the ressources of your players with hard moves?”

  1. As a caveat to that, be careful not to destroy a Signature Weapon or other thing vital to the character’s concept. That would not be being a fan of the characters. Feel free to have it knocked away, grabbed and wielded (poorly) by an enemy, or temporarily shut down, so long as the character can get it back.

  2. It’s also a place where I sometimes give them a hard choice: “As you try to hold on and keep quiet, your dagger comes loose and drops. You can let it go and stay quiet, or grab it but make noise in the process.”

  3. I would agree with the others above and add: Interpret “resource” broadly. Not all resources are on the character sheet. Time is a resource. Some NPCs are a resource. Light is a resource. Shelter/cover is a resource. Hell, even gravity and breathable oxygen are resources.

  4. When it comes to stuff the player’s carrying, I have a simple rule of thumb: if you can access it quickly, so can the pickpocket/incoming sword/acid spray trap/rust monster. Anything safely packed away is protected from immediate threat but getting to it in a pinch is going to be a problem of Defy Danger proportions. Until the backpack gets messed up of course.

  5. Use there resources could also mean they are put in a situation where they really want to use whats in their adventuring bag or use up a ration because otherwise there is a penalty.

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