Yesterday, I talked through Agenda / Principles / MC moves, as well as some moves that I want to use to steer the conversation.
This also gave us stats that matter:
-- Credits. money is important to this game.
-- Size of crew
-- Cool, or how often you'll take consequences. Use as a standard "under fire" move, and to dock your ship.
-- Tough, or how much hardship you can suffer
-- Empathy, or your connection to individuals.
-- Connection, or your sense of belonging to community(s)
Today, basic moves for each one!
When you look for something of value, roll +Credit spent. On a 10+, you find it. On a 7-9, you find it but choose a complication.
[ Money is ablative. ]
When you lead a crew on a job, roll plus size of crew. On a 10+, you do it. On a 7-9, choose: you and your team escape but don't get any of the money, or you must take a consequence but get the reward On a 6-, prepare for the worst.
[ The standard thing you do with a crew is a job. Maybe it's PCs, maybe it's all NPCs. Either way, the bigger the better! ]
When you do something risky, roll with Cool. On a 10+, you do it. On a 7-9, choose a complication.
[ This is a real standard move. Notice it grounds the fiction in complications. I imagine there being a pretty standard set of, like, five. ]
When you stand up to a bully, roll with Tough. On a 10+, choose two. on a 7-9, just choose:
-- If they stop the behavior, they gain XP
-- If they don't stop the behavior, they mark Jaded.
When you spend time one on one with a person and really connect, roll with Empathy. on a 10+, choose two. On a 7-9, just one.
-- You form a bond. Until you treat the person as a mere means, or they get brain weasels, they'll act in your interest when it does not conflict with their own.
-- Ask the MC, "How can i help her?"
-- Ask the MC, 'What does she want?"
[ Modeling friendship is hard. ]
When you Fit yourself into a community, roll with Connection. On a 10+, choose two. On a 7-9, just one:
-- You belong there. So long as you act in the communities interests, it will act in yours.
-- You meet someone significant in the community.
-- You remove a harm from yourself and someone else in the community.
[ Modeling community is even harder. ]
These are some ideas, folks. Hot off my brain that insists writing these thigns down is a good idea. Be gentle.
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The friendship and community Moves would make more sense to me if those were the Moves for forming a bond or being accepted (which they are) and there were also Moves which you roll on when you ask those parties for help.
ReplyDeleteWhen you ask your friend for help Roll +Bond. On a 10+ your friend helps. On a 7-9 choose one:
-- They will help but need a quick favour first.
-- They help but aren't happy about it, drop the Bond -1.
-- They help but will call in a big favour later.
-- They can't help with this but promise they will next time, Bond +1.
And then something similar for asking a community to help out.
Yeah, I was getting to those. :-)
ReplyDeleteAnd, it's important to me that it's not just about manipulation.
ReplyDelete