I need to rework this move as it is just not working for Urban Shadows. I like the idea, just not the exact move.
My objective is that your loneliness does have a benefit.
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Haunters tend to be roamers and loners, always drifting into situations that suit them the best. Many were betrayed or abandoned at some point in their life, making it more difficult for them to become close to others. When acting upon your ways as a loaner, roll+Heart. On a 10+, hold 2. On a 7-9, hold 1.
While alone and removing the company of others:
▪ Receive a +1 to all basic moves that do not require the need of other people
▪ You are harder to track making it difficult for the authorities or organizations to find you
If you are in disguise so that you can keep your true self unknown:
▪ You retreat one step above your roll.
▪ All debt against you is seen as 0 while in disguise.
▪ Once per session, you can pass off NPC debt to another, as they do not know your true self
Once per session is kind of awkward
Just remove that wording so you just spend hold as needed?
What about a move that instead forces you to be alone. For instance. “When you are around too many people roll +______, on a 7-9 name a character, they somehow exit the scene. On a 10+ name 3 characters, they somehow exit the scene. On a hit, everybody is paying attention to you.”
How do you work that with players?
The move would force the fiction to separate out the Player characters. Sort of like the Skinner move.
Who dictates that it is too many people? The MC, the people?
That’s what I think is great about AW systems. It would be the MC’s responsibility to ensure it happens, but any player can take that knowledge to contribute the why. Maybe the player who makes the move is doing something to drive others away, or maybe a different player decides that their character forgot that there was something they needed to take care of RIGHT NOW. It’s just like for the Skinner move lost, the description of how it comes about is open to allow for creative input and PC involvement in the narrative. If you write too many restrictions into the move it denies narrative possibilities, but ultimately it is up to the MC to make sure that moves have their written effect (this doesn’t mean they have to be the one to do it, just that if it doesn’t happen it’s on them).