An example of a collaboration move, off the pure top of my head, which might be of interest especially to William Nichols and Jason D’Angelo:
When you agree to a plan, everyone who agrees to the plan makes this move in turn. On your turn, roll+sharp. On a 10+, both. On a 7-9, choose 1:
– Say what you can do personally to help ensure the plan’s success.
– Name another PC and say what they can do to help ensure the plan’s success.
On a miss, say something that might happen that could make the plan fail.
Subsequently, if you’re doing what you or someone else said you could do to help ensure the plan’s success, take +1 to any roll you make in the effort.
Consider revising ‘fail’ on a miss into defining a potential consequence of the plan. Then, in the final sentence, you could introduce the option to get a +1 when you help the plan succeed or avoid a potential consequence.
Also, I really dig that the idea of a player move’s “fail state” being to author a custom GM move.
That’s a fun way to have a plan with mechanical benefits without having to brainstorm up an entire plan!
That’s for sure different than what I came up with. For what I’ve got in my head, I do want the PCs pushed to work together rather than relying on just their own abilities. That is, where they are … hah, Stronger Together.
Marshall Miller Sure!
I was going for, you don’t contribute a +1 on a miss, but I can see it.
What I love about this is that the doofus character with -1 sharp can be “omg guys best idea ever listen to this” and then nail the roll. Then you’re like “wait, that crazy idea just might work.”
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