(Unrelated to my other recent question) In Monster of the Week, “use magic” is one of the basic moves that all the players can use, and for some playbooks it’s the only Weird-based move they have. As the MC, what should I do if letting everybody have access to magic doesn’t fit with the setting I have in mind?
(Unrelated to my other recent question) In Monster of the Week, “use magic” is one of the basic moves that all the…
(Unrelated to my other recent question) In Monster of the Week, “use magic” is one of the basic moves that all the…
What setting do you have in mind?
The book also suggests that a burst of strength such as occurs in real life via adrenaline would be considered represented with use magic.
TV Science, a la MacGyver, is also often included under the umbrella of use magic.
Use Magic is a catch all not necessarily limited to actual supernatural effects.
Remove the move, add another cool custom move in it’s place? 😛
Replace “magic” with “mojo”, whereas “mojo” depends on the type of character using it? So, I dunno, a Mundane could summon a demon by badmouthing him hard enough?
Also let the payers know you’re hacking the system, right? 😀
The main thing is to replace it with something else that keeps Weird’s importance.
Note that the Use Magic move means everyone is able to break the rules of the real world when they need to. That’s a pretty foundational element in MotW.
Yeah, it can definitely be used to represent action movie reality such as outrunning explosions.
if this is the project that i think it is, they remove magic altogether, or religate it to the (hellhound?) or whatever, and write a different move using weird, like a shapeshifting move, or tapping into your animal instincts. remove the move, but keep the stat, like Michael Sands said.