How Moves Work
Trigger: Player Moves always begin with a phrase describing what circumstance triggers the Move, for example:
“When enduring injuries…” or “When you investigate something…” Any time the character takes an action that matches a trigger phrase, the player executes the associated Move.
Roll: Player Moves include a roll modifier. These are bolded to make them stand out, for example: “roll +Violence” or “roll +Fortitude −Harm”. The player rolls two ten-sided dice, adds up their results, and finally subtracts or adds the modifiers. Occasionally this value will be 0, in which case the roll remains unmodified.
Outcomes: A player Move will have different outcomes, depending on if the total is 15 or greater (complete success), 10 to 14 (success with complications), or 9 or below (failure). The player Move states what happens in the case of each level of success.
When the roll is a complete success (15+), the character accomplishes their goal with no complications.
When the roll is a success with complications (10–14), the character accomplishes their goal, but their success is accompanied by complications in the form of a hard choice, costs, or subsequent troubles. For example, if they’re fighting someone in close combat, they might be able to inflict injury on their opponent, but not without also sustaining harm themselves; or they successfully uncover what happened to the crime victim while investigating the apartment, but are also caught in the act by the cops.
When the roll is a failure (–9), the character’s action may be unsuccessful and likely has negative consequences. Even with a failure, the character might
partially accomplish their goal, but the GM may additionally make one of her GM Moves. Moves must always push the narrative forward.
Regardless of the outcome, the story takes a new turn after characters execute Moves.
Se sida 124-134 för mer info.