[[Give me another option.|Display Moves]] {(set: $gm to (either: "Use a monster or location move.","Reveal an unwelcome truth.","Show signs of an approaching threat.","Deal damage.","Use up their resources.","Turn their move back on them.","Separate them.","Give an opportunity that fits a class' abilities.","Show a downside to their race, class, or equipment.","Offer an opportunity, with or without cost.","Put someone in a spot.","Tell them the requirements or consequences and ask.","Change the environment.","Point to a looming threat.","Introduce a new faction or type of creature.","Use a threat from an existing faction or type of creature.","Make them backtrack.","Present riches at a price.","Present a challenge to one of the characters."))} ### *Your move is* **$gm** (display: $gm) [[Separate GM and Dungeon Moves.|Display Moves 2]]When you deal damage, choose one source of damage that’s fictionally threatening a character and apply it. In combat with a lizard man? It stabs you. Triggered a trap? Rocks fall on you. The amount of damage is decided by the source. In some cases, this move might involve trading damage both ways, with the character also dealing damage. Most damage is based on a die roll. When a player takes damage, tell them what to roll. You never need to touch the dice. If the player is too cowardly to find out their own fate, they can ask another player to roll for them.This is one of your most versatile moves. “Threat” means anything bad that’s on the way. With this move, you just show them that something’s going to happen unless they do something about it.An unwelcome truth is a fact the players wish wasn’t true: that the room’s been trapped, maybe, or that the helpful goblin is actually a spy. Reveal to the players just how much trouble they’re in.Every monster in an adventure has moves associated with it, as do many locations. A monster or location move is just a description of what that location or monster does, maybe “hurl someone away” or “bridge the planes.” If a player move (like hack and slash) says that a monster gets to make an attack, make an aggressive move with that monster. The overarching dangers of the adventure also have moves associated with them. Use these moves to bring that danger into play, which may mean more monsters.There are few things worse than being in the middle of a raging battle with blood-thirsty owlbears on all sides—one of those things is being in the middle of that battle with no one at your back. Separating the characters can mean anything from being pushed apart in the heat of battle to being teleported to the far end of the dungeon. Whatever way it occurs, it’s bound to cause problems.Think about the benefits a move might grant a character and turn them around in a negative way. Alternately, grant the same advantage to someone who has it out for the characters. If Ivy has learned of Duke Horst’s men approaching from the east, maybe a scout has spotted her, too.Surviving in a dungeon, or anywhere dangerous, often comes down to supplies. With this move, something happens to use up some resource: weapons, armor, healing, ongoing spells. You don’t always have to use it up permanently. A sword might just be flung to the other side of the room, not shattered.The thief disables traps, sneaks, and picks locks. The cleric deals with the divine and the dead. Every class has things that they shine at—present an opportunity that plays to what one class shines at. It doesn’t have to be a class that’s in play right now though. Sometimes a locked door stands between you and treasure and there’s no thief in sight. This is an invitation for invention, bargaining, and creativity. If all you’ve got is a bloody axe doesn’t every problem look like a skull?Show them something they want: riches, power, glory. If you want, you can associate some cost with it too, of course. Remember to lead with the fiction. You don’t say, “This area isn’t dangerous so you can make camp here, if you’re willing to take the time.” You make it a solid fictional thing and say, “Helferth’s blessings still hang around the shattered altar. It’s a nice safe spot, but the chanting from the ritual chamber is getting louder. What do you do?”Just as every class shines, they all have their weaknesses too. Do orcs have a special thirst for elven blood? Is the cleric’s magic disturbing dangerous forces? The torch that lights the way also draws attention from eyes in the dark.This move is particularly good when they want something that’s not covered by a move, or they’ve failed a move. They can do it, sure, but they’ll have to pay the price. Or, they can do it, but there will be consequences. Maybe they can swim through the shark-infested moat before being devoured, but they’ll need a distraction. Of course, this is made clear to the characters, not just the players: the sharks are in a starved frenzy, for example.A spot is someplace where a character needs to make tough choices. Put them, or something they care about, in the path of destruction. The harder the choice, the tougher the spot.Once the characters have been introduced to the presence of a faction or type of creature you can use moves of monsters of that type. Use the factions and types broadly. Orcs are accompanied with their hunting worgs. A mad cult probably has some undead servants or maybe a few beasts summoned from the abyssal pits. This is a move that, often, you’ll be making subconsciously—it’s just implementing the tools you’ve set out for yourself in a clear and effective manner.The environment is the general feel of the area the players are in: carved tunnels, warped trees, safe trails, or whatever else. This is your opportunity to introduce them to a new environment: the tunnels gradually become naturally carved, the trees are dead and strange, or the trails are lost and the wilderness takes over. Use this move to vary the types of areas and creatures the players will face.A type of creature is a broad grouping: orcs, goblins, lizardmen, the undead, etc. A faction is a group of creatures united by a similar goal. Once you introduce them you can begin to make moves and cause trouble for the players with those creatures or NPCs. Introducing means giving some clear sensory evidence or substantiated information. Don’t be coy; the players should have some idea what you’re showing the presence of. You can, however, be subtle in your approach. No need to have the cultist overlord waving a placard and screaming in the infernal tongue every single time. A hard application of this move will snowball directly into a combat scene or ambush.If you know that something is lurking and waiting for the players to stumble upon it, this move shows them the signs and clues. This move is the dragon’s footprints in the mud or the slimy trail of the gelatinous cube.Look back at the spaces you’ve added to the map. Is there anything useful there as yet undiscovered? Can you add a new obstacle that can only be overcome by going back there? Is there a locked door here and now whose key lies in an earlier room? When backtracking, show the effect that time has had on the areas they’ve left behind. What new threats have sprung up in their wake? What didn’t they take care of that’s waiting for their return? Use this move the make the dungeon a living, breathing place. There is no stasis in the wake of the characters’ passing. Add reinforcements, cave in walls, cause chaos. The dungeon evolves in the wake of the characters’ actions.What do the players want? What would they sacrifice for it? Put some desirable item just out of reach. Find something they’re short on: time, HP, gear, whatever. Find a way to make what they want available if they give up what they have. The simplest way to use this move is the promise of gold out of the way of the main objective. Will they stop to pry the ruby eyes from the idol when they know that the sacrifice looms closer and closer? Use this move and you can find out.Challenge a character by looking at what they’re good at. Give the thief a lock to pick, show the cleric servants of an enemy god to battle against. Give the wizard magical mysteries to investigate. Show the fighter some skulls to crack. Give someone a chance to shine. As an alternative, challenge a character by looking at what they’re bad at or what they’ve left unresolved. If the bard has a complicated lie on his conscience, what steps will he take to cover it up when someone figures him out? If the wizard has been summoning demons, what happens when word gets out? This move can give a character the spotlight—even if just for a moment. Try to give everyone a chance to be the focus of play using this move from session to session.[[Give me another option.|Display Moves 2]] {(set: $gm1 to (either: "Use a monster or location move.","Reveal an unwelcome truth.","Show signs of an approaching threat.","Deal damage.","Use up their resources.","Turn their move back on them.","Separate them.","Give an opportunity that fits a class' abilities.","Show a downside to their race, class, or equipment.","Offer an opportunity, with or without cost.","Put someone in a spot.","Tell them the requirements or consequences and ask."))(set: $dm1 to (either: "Change the environment.","Point to a looming threat.","Introduce a new faction or type of creature.","Use a threat from an existing faction or type of creature.","Make them backtrack.","Present riches at a price.","Present a challenge to one of the characters."))} ### *Your GM move is* **$gm1** (display: $gm1) ### *Your dungeon move is* **$dm1** (display: $dm1) [[Mingle GM and Dungeon Moves.|Display Moves]]