Hey everyone. I’ve been running this game for a few sessions now and a few questions came up through my players that i don’t necessarily have an answer for. First off, is it possible for players to make Moves against one another? Specifically,How exactly would you handle a “PvP” scenario, and can two players make a “fit in” move with each other by going out for a drink or something? Second, would it be possible to burn one bond for the FIt In move, essentially burning a Bond for another?
Hey everyone.
Hey everyone.
The few times I dealt with PVP I just used the moves as written. They used Take Down to Impose Conditions and I had it so if they didn’t choose the ‘take no harm in the doing’ option I Imposed a Condition on them as per usual, usually Minor ones to make the fight more interesting and to complicate the environment. On 6- I made my own moves to complicate the situation as normal – bringing in other factions, asking other players what they’re doing, adding in environmental factors, etc. I still handled a lot of the narration in between the players doing stuff, and obviously they couldn’t Defy Danger to avoid attacks or anything so the fights didn’t last all that long.
Two players can absolutely make the FIt In move with one another by going out for a drink or however they want to do that.
I don’t think I’ve ever had someone Burn a Bond to make the Fit In move, since the point of the move is usually to increase Bonds, but I’d be fine if they wanted to do that, sure.
that cleared up a lot for me, thanks a bunch! the only thing that i’m not sure about is why it’s obvious that they aren’t able to defy danger against one another.
I thought i should always give the players a chance to react, asking them what they do, and that defy danger pretty much should be rolled against any danger because the trigger is acting despite that danger; and so far i’ve been running the “take harm in the doing” as rolling another Defy Danger move. Could you perhaps shed some light on what i’m missing here?
The Take Down move doesn’t trigger any other moves, including Defy Danger. So if they trigger Take Down, and then don’t choose the option to take no harm, they take harm, they don’t get a chance to avoid that harm with Defy Danger. So when the PCs are fighting each other, they shouldn’t be rolling Defy Danger, because the Take Down move already rolls all that into one move. It actually works a lot better that way because it makes things a lot faster, and adds tension to the choice. Now, normally you, the EIC, is the one choosing how that harm comes about – it might be a Condition, or just fictionalized harm, but there are consequences to the Take Down move that should happen right away. Hope that helps, let me know if that wasn’t clear, I’m kind of rushing out the door at the moment.
that was precisely what i needed, thanks for clearing that up as well 🙂