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Make Last Breath more interesting on a miss

Update Moves Discussion to cover the new miss and strong hit cases.
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Sagelt committed May 22, 2012
1 parent 8202e0c commit 2a7d46522c4d2f683f832aeb1a53103452782284
Showing with 4 additions and 4 deletions.
  1. +3 −3 18-Moves Discussion.xml
  2. +1 −1 3-Moves.xml
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@@ -62,9 +62,9 @@
<h1>Special Moves</h1>
<p aid:pstyle="NoIndent">Special moves are moves that come up less often or in more specific situations. They're still the basis of what characters do in Dungeon World—particularly what they do between dungeon crawls and high-flying adventures.</p>
<h2>Last Breath</h2>
-<p aid:pstyle="NoIndent">The Last Breath is the last moment that stands between life and death. Time stands still as Death comes to claim the living. Even those who stay will catch a glimpse of the other side as they fight for their life. Many are changed by this moment—even those who escape alive.</p>
-<p>The deal offered by death is decided by the GM but it should always be a real choice with real consequences. If the GM offers something completely painless, the move is pointless. If the GM offers a ridiculous price, no one will take it. Think of ways that the character might be changed by the event: a new goal in life, a debt that must be paid, an obligation.</p>
-<p aid:pstyle="Example">Sparrow stands at Death's black gates. First the Gm describes what she sees beyond them: "In among the suffering souls you clearly see Lord Hywn. It appears his double dealing has caught up with him." Now for the bargain: "The shadowy form of Death itself steps between you and the gates. 'Here so soon? I enjoy seeing the souls you send me. I'll return you to the world so that you may serve me, but there is a cost: you will never be able to move under the sun again, or you will return to my realm immediately."</p>
+<p aid:pstyle="NoIndent">The Last Breath is that moment standing between life and death. Time stands still as Death appears to claim the living for his own. Even those who do not pass beyond the Black Gates catch a glimpse of the other side and what might await them—friends and enemies past, rewards or punishment for acts in life or other, stranger vistas. All are changed in some way by this moment—even those who escape.</p>
+<p> There are three outcomes to this move. On a success, the character has cheated Death in some meaningful way. He's escaped with something that, by rights, isn't his anymore. Death is powerless to stop this, but he remembers this slight. On a weak hit, The GM should offer a real choice with significant consequence. Think about the behaviors of the character and the things you've learned about him in play. Death knows and sees all and tailors his bargains accordingly. This is a trade, remember. Offer something that will be a challenge to play out but will lead the game in fun new direction. On a miss, death is inevitable. The most obvious approach is to say "Death takes you across the threshold, into his bleak kingdom." and move on. However, it can be fun to give the character back his life but be sure that he knows that he lives on borrowed him. You might say "you have a week to live" or "you can feel the cold hand of death on you…" and leave it at that, for now. The player may want to give in and accept death at this point—that's okay. Let him create a new character as normal. The key thing to remember is that a brush with death, succeed or fail, is a significant moment that should lead to new story twists, changes in Alignment and Bonds and in overall outlook. Keep it exciting and stick to your principles and agenda as you would with a living character making a move. .</p>
+<p aid:pstyle="Example">Sparrow stands at Death's Black Gates. First the GM describes what she sees beyond them: "Among the throngs of suffering souls you spot Lord Hwyn, that cur, and it looks like all his bad deeds have caught up with him. He spots you across the gulf of space and you swear you see a sort of hunger in his eyes." Now for the bargain: "The shadowy form of Death itself appears between you and the gates. 'Here so soon, little Sparrow? I do so enjoy the souls you've sent me. I'll return you to the world so that you may serve me, but will be a cost: you are a creature of shadows, so shadow you shall become. Shun the light of the day forever or you will find it a quick trip back to my company. What say you, Thief?"</p>
<h2>Encumbrance</h2>
<p aid:pstyle="NoIndent">A PC's Load stat is determined by their class and Str. Being able to carry more is a clear benefit when trying to carry treasure out of a dungeon or just making sure you can bring along what you need.</p>
<p>This move only applies to things a person could walk around and still act with. Carrying a boulder on your back is not encumbrance—you can't really act or move much with it. It effects what moves you can make appropriately in the fiction.</p>
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@@ -39,7 +39,7 @@
<p aid:pstyle="NoIndent">When you <strong>help or hinder someone you have a Bond with</strong>, roll+Bond with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.</p></Story>
<h1>Special Moves</h1>
<Story><h2 aid:pstyle="BasicMoveName">Last Breath</h2>
-<p aid:pstyle="NoIndent">When <strong>you're dying</strong> you catch a glimpse of what lies beyond the Black Gates of Death's Kingdom (the GM will describe it), then roll (just roll, +nothing—yeah, Death doesn't care how tough or cool you are). On a 10+ you're stable. On a 7–9 Death will offer you a bargain—take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you. On a miss, you are dead.</p>
+<p aid:pstyle="NoIndent">When <strong>you're dying</strong> you catch a glimpse of what lies beyond the Black Gates of Death's Kingdom (the GM will describe it). Then roll (just roll, +nothing—yeah, Death doesn't care how tough or cool you are). On a 10+ you've cheated death—you're in a bad spot but you're still alive. On a 7–9 Death will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you. On a miss, your fate is sealed. You're marked as Death's own and you'll cross the threshold soon. The GM will tell you when.</p>
<h2 aid:pstyle="BasicMoveName">Encumbrance</h2>
<p aid:pstyle="NoIndent">When you <strong>make a move while carrying weight</strong> up to or equal to Load, you're fine. When you make a move while carrying weight equal to load+1 or load+2, you take -1. When you make a move while carrying weight greater than load+2, you have a choice: drop at least 1 weight and roll at -1, or automatically fail.</p>
<h2 aid:pstyle="BasicMoveName">Make Camp</h2>

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