Some moves and moves-language I’ve used in my games that might be up for some discussion:
“When you save the city and get credit for it, roll +Savior. On a 7-9, the city likes you; take a +1 forward towards the next normal person you roll a move on. On a 10+, the city loves you; take influence over the city and its mundane crowds of nameless inhabitants. On a miss, the city doesn’t trust you; tell me why, and gain a condition.”
I used the Team-generating “When you lead the team into battle against a dangerous foe” move for when the group went to a big party thrown by a rival team. Does everyone trust the leader and the team? Yeah, we do… Do we all have the same purpose here? … NO!
My reasoning for this one: Even at a party (with this game, ESPECIALLY at a party) people are going to be rolling moves like Defend (for when the Transformed tries to make small talk with a girl and gets told he’s gross and the Beacon comes in to tell her she is too) and Directly Engage (when the Outsider and the Doomed are having an argument because they’re both crushing on the same girl) and Provoke (when the Legacy is trying to get a girl to make out with him in the broom closet) and Change Self-Image (for when the Beacon rallies the Transformed, pep-talks him and sends him after the girl that the Legacy, Doomed and Outsider are all squabbling over…). There’s a lot of moves that might go out! The theme of this game is twofold: “Hurting people’s feelings and then apologizing” and “We are a team”, and the team has each-other’s backs. The best way to really show that is to have Team in the pool so people can spend it to have eachother’s backs.
“When you go to the big Sky City party, decide: Do you mingle with people who have similar interests, or people with similar powers, and roll +Mundane for People and +Freak for Powers. On a 7-9, choose one. On a 10+, choose 2. — Someone wants to meet you; — You gain influence over someone at the party; — Someone at the party loses influence over you; — You learn something about a person, place or thing you didn’t know before.”
“When you take a powerful blow from the Laughmaster, you’re breathing in his laughing gas. On a hit, you see your worst fear; on a 10+, you have to struggle against it to continue the fight. After the fight, if you’re Afraid, you can clear Afraid by sharing what your worst fear is with someone else (likely by sharing a vulnerability or weakness at the same time).”
“When you seek the wisdom of Athena, you can roll to Assess the Situation with +Savior. If you do, the team can choose one character to ask a Pierce the Mask question of you, and you must answer honestly. That character knows the answer to that question intrinsically and without explanation; mirrors reflect the truth, but they also reflect part of yourself as well.”
How does your group feel about custom moves and which ones have you used? Have you used any regular moves in weird context? Let’s talk about it.