I need help with one move. blanking on how to balance it.
Forebode: When you use Forbode to see a sporadic and possibly chaotic brief spurt of the past or future, roll+Heart. On a 10+, you are able to see a decent length into the past or future of the area close to you. On a 7-9, you are able to see into the recent past or near future of things happening only directly in front of you.
Given it’s “sporadic, chaotic, brief”, I think you’re fine
My main concern is how you work these visions into the fiction. Is it entirely the GM’s responsibility (cross-reference, say, the Battlebabe move Visions of Death)?
I kinda want a move where you have some tension between the future you see and the events unfolding. Like: on a 10+ choose three; on a 7-9, choose one:
– you see an event you desire
– you don’t see an event you dread
– you don’t take (psi-)harm from the vision
– changing this future is acting under fire
– anyone who helps this future come to pass marks XP, whether they know about your vision or not
But maybe you want a move that does something else.
I’d run it like the quarantine’s beginning of session move, where on hits the player asks the mc questions about the past and on a miss the mc asks the player questions about the past. Cause, you know, lists of questions are fucking amazing
Sub
This is kind of the move you have right now, yeah? When you want th GM to make up something, right now, just for you, roll+player. On a 10+, dance monkey dance! On a 7-9, okay, just a little dance.
Put it more on the player is my advice. Unless the GM has some kind of plot they can reveal, or grim portents, or a dungeon map, or whatever other kind of secret prep, a move that reveals information is just asking them to make something up. That’s okay if they’ve already introduced a situation (read a sitch, read a person) but rather annoying if they haven’t.
Maybe something like this:
When you have a foreboding, name a thing that could happen that you want to prevent, then roll. On a hit, you see a way, anyone who works towards preventing this thing from coming to pass gets +1 or can mark XP, or whatever. On a 7-9, though, the GM will add a complication, ie something that must happen before this can be prevented or a mystery as to one of its apsects. A twist. On a miss, this thing comes to pass, guaranteed.