I like question-based moves, but sometimes need the dice-rolling hoopla!

I like question-based moves, but sometimes need the dice-rolling hoopla!

I like question-based moves, but sometimes need the dice-rolling hoopla!

So, I’m throwing around ideas for a new hack and I’m trying a thing out for some (all?) of the moves.

Has this been done before?

Any thoughts?

When you make a quick attack, first ask the MC: have I got my opponent off-guard and can I take advantage of it? If so and you do, do 1-damage ap. If not, roll+fast. On a strong hit, do 1-damage ap. On a hit, instead choose one:

– you feint; your opponent’s guard is dropped momentarily or they’re thrown off-balance (you choose which, they say how)

– you score a grazing blow; you do 1-damage

– you don’t hit, but take advantage of your flurry to seize an advantageous position (ask the MC what’s available)

When you make a bold attack, first ask the MC: can I easily overpower my opponent and how so? If so and you do, do harm appropriate to your weapon. If not, roll+strong. On a strong hit, do harm appropriate to your weapon and choose one. On a hit, choose one:

– you push back your opponent

– you break something of the opponent’s (armor, weapon, or other gear)

– your show of force makes the opponent uneasy (+1-forward against them)

When you assume a defensive stance, first ask the MC: do the circumstances of the arena and my position lend themselves to defense, and how can I take advantage? If so and you do, take +1-armor as long as those conditions prevail. If not, roll+wise.

When you study your opponent, first ask their player one question of their choice, which they may answer truthfully. If they do not, roll+cunning.

One thought on “I like question-based moves, but sometimes need the dice-rolling hoopla!”

  1. I love the question based moves, too.  But what I see, here, is reflecting narration back to the MC instead of allowing the player the richness of developing their own story and circumstance.  I’ve always felt that the strength of the best games with the AW engine at heart are the heft with which they arm the player.

    I think what you’re doing feels good at heart, but asking the MC to define things mid-move is likely to disturb the flow of the moves, as well as disempower the PCs. 

    The suggestion I have to push this more where I feel it should go would be to make them softer questions — that instead of asking “if” they state “I do” and move forward with the assumption.  (To do a thing, do a thing.)

    So, instead of “Can I overpower my opponent?” I’d probably go with “I can easily overpower my opponent.  -Why did he let me?  -How could I have done so? or -Who else am I going to hit with this attack?  Basically giving the narration to the player, but allowing the MC input into how well or poorly that event is likely to go, and push the story forward.  “Can I?” is a question for other games.  “How did I?” is a question for AW.

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