Hello
Could you give me return about that specific hard move ? It will be triggered as a hard move.
When you are infected by snakeman poison get 1 Poison token and roll+Smash-Poison :
12+ : your body resists vers well. Loose 1 Poison token. If it was the last one you are definitively immune to snakeman poison.
10+ : not bad, you stay well.
7-9: poison inflicts you desease (small paralyse, blind, stun…) and you get appropriate moderate condition.
6- : aouch, you suffer an heart attack. Describe it and add à Critical condition “heart palpitations”.
Thanks
There’s no reason to include a hard move in a move. The EIC will choose a move that is appropriate for the fiction. I’m not sure that this move is really necessary at all, really.
I would just have them roll Defy Danger; if they succeed they don’t get poisoned. If not, something else happens as per the fiction and the EIC. That way you don’t have to worry about tokens and stuff either. They’d just get the Condition “Poisoned” or whatever you’d like to call it, and to get rid of they’d have to do something appropriate in the fiction, which would be more interesting than saying you are resistant or immune, etc.
Thanks but creating custom moves is a part of PbtA spirit.
Christophe ELBJ I think if you want something in the spirit of a custom move it needs list of flavorful difficult options for players to choose. It has to offer something that couldn’t be done with defy danger and conditions.
Yes you,re right
Thanks for your help
Christophe ELBJ, I resist the temptation of creating custom moves for enemies. The reason is I don’t really know in advance which will be the appropriate consequences in the fiction until I play that-moment-in-the-scene.
In PbtA you don’t want the dice to tell you the story, you interpret the results to tell the story.