Apr 14, 2024 2:51 am
MovesHere is a quick reference list of the moves in the game. I might add them to the character sheets, but it should also be simple enough to link to them and have the bulk of the text in one place.
I will add details on City Moves and other more esoteric items as they become relevant in the game.
To Do It, You Do It
The golden rule of moves is simple: to do it, you do it.
No move triggers without an action. Want to Turn to Violence? You've got to start swinging fists or shooting bullets with the goal of inflicting harm on another character. Want to Figure Someone Out? You've got to watch them closely, long enough to get your bearings. Want to Hit the Streets? You've got to get out of your apartment, and track down whatever you're looking to get your hands on. To do it, you do it.
One of the MC's primary jobs is to watch for those moments when you trigger a move without thinking about it: when you start watching another character closely enough to Figure Them Out, or when you try to Keep Your Cool in a tense situation. You don't have to worry too much about what moves your character might be triggering; say what you want to do, and the MC will ensure the mechanics of the game kick in when they're needed.
Remember that moves are ultimately a tool to productively adjudicate uncertainty, the moments in the fiction when no one —not even the MC— knows what will happen next in the story. If you do something that might normally trigger a move in such a way that all uncertainty is removed —stabbing a sleeping human with a knife— you may not be triggering a move at all… and the MC will tell you what happens as a result of your actions.
Sidebar: Hold, Forward, and Ongoing
Some moves describe your character getting Hold, don't stop reading there, read the rest of the Move text and it should explain how and when you can use that Hold. If it is still unclear, ask the MC.
Once hold is spent it's gone. Usually hold only lasts for a given conversation or scene, but moves tell you how long you have before the hold expires. If there's some ambiguity as to how long hold should last, ask your MC for clarification.
Other moves describe your character "taking +1/-1 forward" or "taking +1/-1 ongoing." +1/-1 forward means your character adds +1 or -1 to the next applicable roll; +1/-1 ongoing means your character adds +1 or -1 to all rolls fitting the situation the move describes. Like hold, these bonuses —or penalties— only last as long as the move indicates.
• Basic Moves
• Turn to Violence
• Escape a Situation
• Persuade an NPC
• Mislead, Distract, or Trick
• Figure Someone Out
• Keep Your Cool
• Let It Out
• Turn to Violence
• Escape a Situation
• Persuade an NPC
• Mislead, Distract, or Trick
• Figure Someone Out
• Keep Your Cool
• Let It Out
I will add details on City Moves and other more esoteric items as they become relevant in the game.
To Do It, You Do It
The golden rule of moves is simple: to do it, you do it.
No move triggers without an action. Want to Turn to Violence? You've got to start swinging fists or shooting bullets with the goal of inflicting harm on another character. Want to Figure Someone Out? You've got to watch them closely, long enough to get your bearings. Want to Hit the Streets? You've got to get out of your apartment, and track down whatever you're looking to get your hands on. To do it, you do it.
One of the MC's primary jobs is to watch for those moments when you trigger a move without thinking about it: when you start watching another character closely enough to Figure Them Out, or when you try to Keep Your Cool in a tense situation. You don't have to worry too much about what moves your character might be triggering; say what you want to do, and the MC will ensure the mechanics of the game kick in when they're needed.
Remember that moves are ultimately a tool to productively adjudicate uncertainty, the moments in the fiction when no one —not even the MC— knows what will happen next in the story. If you do something that might normally trigger a move in such a way that all uncertainty is removed —stabbing a sleeping human with a knife— you may not be triggering a move at all… and the MC will tell you what happens as a result of your actions.
Sidebar: Hold, Forward, and Ongoing
Some moves describe your character getting Hold, don't stop reading there, read the rest of the Move text and it should explain how and when you can use that Hold. If it is still unclear, ask the MC.
Once hold is spent it's gone. Usually hold only lasts for a given conversation or scene, but moves tell you how long you have before the hold expires. If there's some ambiguity as to how long hold should last, ask your MC for clarification.
Other moves describe your character "taking +1/-1 forward" or "taking +1/-1 ongoing." +1/-1 forward means your character adds +1 or -1 to the next applicable roll; +1/-1 ongoing means your character adds +1 or -1 to all rolls fitting the situation the move describes. Like hold, these bonuses —or penalties— only last as long as the move indicates.