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Dungeon World

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Moves<br />

Whenever everyone looks to you to see what happens choose<br />

one of these. Each move is something that occurs in the fiction of<br />

the game—they aren’t code words or special terms. “Use up their<br />

resources” literally means to expend the resources of the characters,<br />

for example.<br />

• Use a monster, danger, or location move<br />

• Reveal an unwelcome truth<br />

• Show signs of an approaching threat<br />

• Deal damage<br />

• Use up their resources<br />

• Turn their move back on them<br />

• Separate them<br />

• Give an opportunity that fits a class’ abilities<br />

• Show a downside to their class, race, or equipment<br />

• Offer an opportunity, with or without cost<br />

• Put someone in a spot<br />

• Tell them the requirements or consequences and ask<br />

Never speak the name of your move (that’s one of your principles).<br />

Make it a real thing that happens to them: “As you dodge the hulking<br />

ogre’s club, you slip and land hard. Your sword goes sliding away<br />

into the darkness. You think you saw where it went but the ogre is<br />

lumbering your way. What do you do?”<br />

No matter what move you make, always follow up with “What<br />

do you do?” Your moves are a way of fulfilling your agenda—part<br />

of which is to fill the characters’ lives with adventure. When a spell<br />

goes wild or the floor drops out from under them adventurers react<br />

or suffer the consequences of inaction.<br />

“The vision made him<br />

want to freeze into<br />

immobility, but this,<br />

too, was action with its<br />

consequences.”<br />

—Dune<br />

165

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