GM Moves Flashcards
GM Move - Use a Monster, Location, or Danger Move
e. g. The chain devil takes someone captive.
e. g. The bridge collapses.
e. g. The bugbears invade.
GM Move - Reveal an unwelcome truth
Reveal how much trouble they’re in.
GM Move - Show signs of an approaching threat
Hint that something really bad could happen unless they do something.
GM Move - Deal damage
e.g. The basilisk bites you, take 1d10 damage.
GM Move - Use up their resources
e. g. The orc’s axe crashes into your shield, shattering it.
e. g. The ogre’s club bashes into you, your magical focus is flung into the distance.
GM Move - Turn their move back on them
The player’s actions have unintended consequences.
GM Move - Separate them
e.g. The mindflayer teleports the bard outside of the Dungeon
GM Move - Give an opportunity that fits a class’ abilities
e. g. Place a trap for the Thief
e. g. Place an undead horde for the Cleric
GM Move - Show a downside to their class, race, or equipment
e. g. Your torch draws attention
e. g. Dwarves are despised here
e. g. This city doesn’t allow metal weapons
GM Move - Put someone in a spot
Put them, or something they care about in the path of destruction. Give them a tough choice.
GM Move - Tell the requirements or consequences and ask
Useful when something is not covered by a move or when they have failed a move. Offer them a hard bargain, with difficult requirements or consequences.
GM Move - Offer an opportunity, with or without cost
Show them something they want. Optionally, hint at an associated cost.