I’ve been running a couple of campaigns where my players hate playing priests, and likewise don’t like to stop and…

I’ve been running a couple of campaigns where my players hate playing priests, and likewise don’t like to stop and…

I’ve been running a couple of campaigns where my players hate playing priests, and likewise don’t like to stop and shop for potions or poultices. This ends up in them Making Camp (or asking to) in the most absurd places, at inconvenient times in the narrative.

So, I wrote this move and I’d appreciate everyone’s thoughts!

WE’RE GONNA MAKE IT

When you’re somewhere dangerous and you don’t have enough time to rest, describe how you don’t think you’re going to make it. Choose a party member to Roll+DISADVANTAGE (take the lowest 2 of 3d6). On a 10+, they heal 1d6 pick 2. On a 7-9, heal 1d6, pick 1. Describe how your party member helps you.

*The party may use WE’RE GONNA MAKE IT again before you Make Camp

*You heal an extra 1d6 (may be taken twice)

*You perform an additional action from Make Camp (Commune, Level Up, Prepare Spells)

*You may roll+STAT to lose a debility

Campfire Stories

Campfire Stories

Campfire Stories

When the party has made camp and they are in the quiet moments between finishing their meals and crawling into their bedrolls, one player may choose to tell a story about their past. For every party member the player has a Bond with, add +1. This move can only be used once per Make Camp.

On a 12+, you gain two hold. Your party is inspired by your candor, and they gain one hold.

On a 10+, you’re centered and are reminded of who you truly are, and you gain two hold.

On a 7-9, your party gains one hold, and discuss how your teammates misinterpret the point of your story, or how you’ve accidentally revealed a secret or scandal…!

– You have a moment of self-revelation – explain the relevance of the story to your situation. Gain one experience point.

– The story reminds the party of what they’re fighting for. Every party member that pledges something to you gains a dice bump on their next move.

– You’ve bared your soul to those you trust. Every party member that asks a clarifying question gains a dice bump (7-9 = 10+, miss = 7-9) the next time they Defend you.

– You’ve revealed your true nature and it surprises your comrades. Each party member that tells you how their idea of you has changed may resolve or write a new Bond with you.

– One party member waxes nostalgic over something in your story: a shared friend, a common goal, or that they were there with you that day. The two of you take +1 continuing when acting together for the rest of the session.