In a recent design post by Sean Gomes there was a mention of re-using the Cramped Quarters move for some things.

In a recent design post by Sean Gomes there was a mention of re-using the Cramped Quarters move for some things.

In a recent design post by Sean Gomes there was a mention of re-using the Cramped Quarters move for some things. Which I think is excellent.

But does anyone have other scene setting moves they use? Moves that give the players scene authority? Moves that mimic Mouse Guard’s “player turn”? Any sort of “refreshment scene”?

I’ve done these things without the moves, I’m just a little curious if anyone has codified them

3 thoughts on “In a recent design post by Sean Gomes there was a mention of re-using the Cramped Quarters move for some things.”

  1. Not quite what you wanted, but I’ve used Cramped Quarters to skip ahead time in a Colony game and update the relationship dynamics between the protagonists and the complex web of supporting cast members. I also asked them what they’d been up to during that time.

  2. A half cocked idea:

    Recovering from a (major?) debility requires some space to breath and a scene set by the player. I’d probably reuse the Cramped Quarters roll during that scene…

  3. Personally, I’d probably go with Facing Adversity for long term recovery (if there were meaningful outcomes to be had). Unless you’re recovering together…?

    Being stuck in prison/internment camp cells could work pretty well for using Cramped Quarters, though: “You’ve been stewing in here for six weeks now, no sun, no comfort. They didn’t even bother to take Bish’s corpse away. Let’s see how you’re all holding up.”

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