I’m working on a concept for Dungeon Moves and I’d like to get your opinions.
I’m working on a concept for Dungeon Moves and I’d like to get your opinions. This has changed a few times since I originally conceived of it and I want to refine it even further.
Issue 4 of Session Zero will take place on an island prison, and 1 of the 6 possible guard types (you’ll be able to randomly determine the guard type or choose it, so you can play The Island Prison in a number of different ways) is The Undead, and another will be clockwork sentinels. They will both use a variation of this move.
Fictionally I think it’s appropriate that in a prison guarded by zombies and skeletons, there will be magic that allows the defeated guards to reanimate automatically (same with the clockworks, but with a different “skin”).
The GM can make a Dungeon Move when the players roll a 6-, but I want to add a small bit of mechanics to that (which means I can’t just list it as a Normal Dungeon Move):
Dungeon Move: Reanimation
While in combat with undead, if a player rolls 6- you may reanimate a number of defeated undead in that combat equal to result of the roll (cannot exceed the number of undead already defeated in this combat).
Ideally it would be more elegant to simply put a Reanimate move on the zombies and skeletons, so that I can bring one of them back on a 6-, but I’m not sure I can use the Monster Move of a dead adversary.
That’s a lot of set up to ask this question: If an adversary is killed, do I still have access to the moves that adversary had while it was “alive”? Mechanically I think not: Sure, a “dead” zombie could Reanimate, but a dead sorcerer could not Befuddle Mind, and a dead priest could not Heal Wounds.
So can I use the Dungeon Move: Reanimation I outlined above, or would something like this be fine: Reanimate (only during the combat in which it was killed)?
It’s just a way of indicating “you can use this Monster Move after the Monster is dead” without saying it.
Thoughts? Criticisms? Thanks!