Do the rules support players making moves that then allow them to roll with advantage on future moves? Or, put another way, do you as the GM modify the difficulty of rolls by imparting advantage or disadvantage due to fictional elements?
Or does advantage and disadvantage only apply when a move’s text states that it does?
Generally, you only get advantage/disadvantage when a move says you do. Sometimes there’s GM discretion involved – particularly with Hostile Grounds – but normally the relative difficulty of an action should be reflected in the fiction surrounding it rather then in the mechanics.
Instead of imparting ads/disads you can increase/decrease the consequence of an action. Think that may be a good way to handle it, Gabe. 🙂
Yeah, I was actually leaning towards that interpretation. Thanks very much for the fast response!
No worries!
“does advantage and disadvantage only apply when a move’s text states that it does?” – I don’t use it as a “difficulty modifier”.
Bu do you remember Hostile Grounds?
I use them liberally: sectors of a flooded building, the underground beneath a factory, cold/heat so punishing you count the minutes before collapsing. Todesfalle is a good applied example – without proper gear and preparation a simple trip can become a nightmare. This is one way to look at the increase in difficulty in narrative.