Something I came up with while trying to make AW easier to play by post/forum. The idea is to boil down the moves to a single structure, but with a little more complexity than “just use act under fire”, and then let the players decide the details of the outcome, eliminating a lot of the back-and-forth that would lead to bogdown in text-based play. (And yeah, I know this wouldn’t work with all players, but trust me, with the folks I usually play with the issue will be getting them to not screw their characters over too badly…)
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To play this game, you need one green D6 (the “good” one) and one red D6 (the “bad” one). Or any colors you like, so long as it’s easy to see and remember which is “good” and which is “bad”.
If the total is 10 or more:
• …and the red die is highest: full success! You did the thing, and you looked good doing it.
• …and the green die is highest: critical success! You did the thing really well – the result is especially potent, or you get some kind of helpful side effect.
If the total is 7-9:
• …and the red die is highest: partial success. You did the thing, but the result isn’t all you’d hoped for, or there’s some kind of unfortunate side-effect.
• …and the green die is highest: hard choice. You have a shot at doing the thing, but it’ll cost you, somehow. Choose now whether you’ll pay the cost, or do something else.
If the total is 6 or less, you fail, and suffer all the logical consequences thereof.
This makes me smile because an earlier version of what became AW dice mechanic used color coded dice to similar effect. 😊👍
This feels a little bit like Slade Stolar ‘s Indie Hack