The Game

[--CATS TBD--]

[--The conversation from Apocalypse World--]

Moves

[--To do it, do it from Apocalypse World--]

Example

When you fight untrained ask:

  • Are you defending yourself or someone you love?
  • Are you well rested and sober?
  • Are you of sound mind not driven by rage or hubris?

Roll 1d6 for each yes and choose 1 for each hit.

  • Impress, frighten, or dismay them
  • Cause physical harm
  • Pin them down
  • Avoid a Risk

Common Risks:

  • harm
  • a grudge against you
  • a bad reputation

First understand the Risks

When a player makes a move, first understand the stakes. Make sure everyone at the table knows what the character specifically is doing to make the move and what specific Risks are at stake. The Risks are a list of things that will happen unless the player chooses to avoid them during their roll (see Rolling with questions below). Talk it through until players and GM both understand and agree what the character is doing and what the Risks are.

Rolling with questions

Most moves will instruct you to answer a few yes/no questions. Let the conversation turn to answering these questions. For every question you answer 'yes' to, add 1d6 to the roll. Moves are the primary source of the questions, but there may be other sources. Allignment, for instance. Questions from other sources work the same way. If you answer them 'yes', add 1d6 to your roll.

[-- for an advanced fuckery like section --] Anyone at the table can ask any question they are curious about and at the GMs discression those answers might be worth a die for the roll. When the GM grants a die, they are saying "yes this makes it more likely you'll do well here". This is a judgement call and different GMs might think differently about it. For instance "are you afraid?" might be worth a die when fighting for some GMs but not for others. Or it might depend on the nature of the situation and the fear. When GMs grant a die for an ad hoc question, they should consider also if another outcome option is worth adding. For instance if someone says "Yes I'm afraid that my grandmother will see me fighting and will shame me for it" a cleaver GM could add that or a slightly modified outcome choice. "Yeah, that's gives you a die, but I'm adding a choice. 'Avoid what you fear, or worse'"

Hits and outcomes

Every die that rolls a 4 or 5 is a hit. Every die that rolls a 6 is 2 hits.

Most moves have a list of outcomes. Choose an outcome for each hit. You can choose an outcome more than once if its clear how that affects the fiction. Some outcomes describe positive outcomes you are likely to want. Others describe avoiding outcomes you are likely to want to avoid. When you choose outcomes that describe positive things you might want, they happen. Any unchosen options that describe avoiding some outcome are invitations for the GM to inflict that outcome on you and the story.

Principles and Agendas

TBD but something like:

  • Play to find out what happens
  • Make the world fantastic, horrific, and wondrous
  • See your characters grow and change as they discover the wonders and horrors of the world
  • Ask provocative questions and build on the answers
  • Cultivate curiosity about characters arc questions
  • Name everyone, give everyone humanity, villainy, or both