13 thoughts on “Has anyone tried a game where the players choose the MC move they suffer?”

  1. I have not, but not a bad idea. What happens if you put out the choices and if they make one …. they can not make that same one again until they have all been used?

  2. Hmm, I have definitely seen move formations like “on a 6-, the GM chooses X”. For example, Single Combat in AW2 (On a 7-9, choose 1. On a 6-, the GM chooses 1 against you).

    Not the same thing, but it does limit the GM move

  3. Headspace does this! Its “Emotional Complications” are, basically, Moves — or the next best thing, golden opportunities for the MC to make moves. Players get to choose their own Emotional Complications whenever they come up less than a 10+ on their moves, and the MC is welcome to make a move as a follow up (although its not required). Often, in my experience, this shakes out to, more or less, picking your own MC move to suffer more often than not. Ie, Choosing to “ignore something obvious” or “cause collateral damage” means you know what you’re getting into.

  4. Well I had to outline appropriate things that could happen, shoot down overly inappropriate ones, no meteors from space wipe out you and your whole family kind of thing. We tend to be a bit over eager on consequences at times lol. They really did come up with great ideas and it made the game easier for me.

  5. My d7 games (the ones I’ve been obtusely prattling on about) are philosophically inspired by AW and have a mechanic where if you roll badly, you pick the player who tells you how things go bad. So, kinda?

  6. I would have to ask around, but I know many people in the Seattle/Olympia area play most AW games GMless. They just each sort of divvy up the prep and take turns running for each other. To enact an MCHM anyone that didn’t roll suggests outcomes, and the group sort of picks together what happens.

  7. In Tokyo Brain Pop, your rival describes your failures and your best friend your successes. (Both are other PCs).

    Informally, I “declaim decision making” a lot, and turn it around: “How do you fuck up the speech? What misunderstanding do you bring back about the Prince’s plans? Why did the lockpicking fail so badly?”.

    If they feel safe with your DMing, PCs ALWAYS suggest cool consequences.

Comments are closed.