I’m toying with a playbook move for a sort of comic-relief character whose main schtick is that they mess things up but serendipity saves the day. One of the moves I want them to have is Clueless, which prevents them from making the equivalent of Read a sitch in this hack.
The overall thrust of the move is that they always miss when they make the information gathering move, but when any PC makes that move and misses, including themselves, they choose which move the MC responds with and what form it takes.
Is this too over- or under-powered? Not interesting enough? Thoughts would be appreciated.
Notably, GMs have a huge rotating swath of moves depending on the situation and what fronts are in play. Making a player keep up with that so their character can be Clueless seems…counter to the feel of play?
I’m not sure where you’re going with this — a pool of “dumb luck” and a suggestive list of uses might be right?
I’d say it’s doable so long as you give a shortlist of GM reactions under Clueless they have to pick from when someone else fails Read a sitch.
Monster of the Week has a similar playbook IIRC. Might be able to crib stuff from there
Hmm, a move which I think might address what you seem to be getting at, but be less “anticollaborative” could be “Trigger”: when you try to gather information, you do so by triggering the threat/potential happening -probably before the acting party is really ready to act…
When you read a sitch, don’t roll+Sharp. You read a sitch as if you missed, and take 2 hold. Whenever you like, you can spend your hold, 1 for 1, to give another player’s character you’re with +1forward.
I recognise that this isn’t the same, but it’s the best I could think of.