Fantastic Tales of Avalon City
Moves are most often used for conflict resolution by the players. Moves tell us when they are triggered in the fiction and what effect they have on the story moving forward. A Move can help you carry out further actions, add to the fiction, generate Hold (see below) that can be used over time, or they can give you choices to make right away — the difference being that Hold can be spent over time, while choices are made and affect the fiction immediately.
For example, a 7-9 or 10+ result on the “Take Down” move, which is triggered when a character tries to subdue an immediate threat, results in being able to choose from a list where you can Impose a Condition, take away an Advantage, force a change of location, reduce the size of a mob, or avoid taking any harm. The choice is made right away and the consequences are immediately seen in the fiction.
How To Trigger a Move
Every move has a trigger — a sentence that tells us that it is time to consult the move to see what happens next. Most often, when a move is triggered the dice end up getting rolled and then the player who triggered the move will make a decision that tells us which way the story goes.
In order for moves to be triggered in the fiction, the character has to do something in the fiction to trigger it. A character cannot take the fictional action that triggers a move without the move triggering and something happening as a result of it — usually, the dice come into play.
If it is ever unclear if a move was triggered, everyone should work together to clarify the fiction as moves are triggered from certain actions taken and words spoken. If a move was not triggered you do not roll dice and continue the conversation, if a move was triggered you consult the move, roll the dice if need be, and let the move inform the fiction.
How To Read and Follow a Move
Once you roll the dice and figure out what the effect of the move is, move back to the fiction and describe the results in the fiction. Some Moves…
…Use the phrase “Impose (or remove) a Condition.”
Conditions are the way that harm and damage are represented mechanically in the game. If you’re imposing a Condition then you are harming or otherwise hindering a target; if you take a Condition you are being affected negatively in some way. When you are removing a Condition you are resolving that Condition so that its effects no longer apply — recovering from an injury, busting out of the ice you were encased in, etc. Conditions can work in a number of ways depending on the type of Condition.
…Say “Take +1 Forward.”
To take +1 forward means you take that +1 and add it to your next roll. Sometimes it may be more or less than +1, it might even be a penalty where you take -1 to you next move roll. There might be specific conditions, where it might tell you to “take +1 forward when you act on the answers” in which case you take that +1 and add it to your next roll only when you use any information you got from asking a question, not any other move.
…Say “Take +1 Ongoing.”
To take +1 ongoing means to take +1 to all Move rolls. The bonus could be greater than 1 or could be a penalty. There might be a Condition, such as “take +1 ongoing to Take Down.” An ongoing bonus or penalty always says what causes it to end, like “until you resolve Condition” or “until you take damage.”
…Give you “Hold.”
Hold is currency that you can spend to perform certain actions or choices later on. Hold is only built up for the move that generates it and is not a universal currency that can be used for any moves that build Hold.
…Present a Choice
The choice that is offered will depend on the die result and the choices you make will affect how the fiction continues forward. Sometimes you will get a certain number of choices that you can “spend” on results, similar to Hold except that it cannot be used over time.
…Give you a chance to say something about the world, an object or a character
You might say something about the world or the EIC may give you information and then ask how you knew it. You may trigger a move in the fiction if you describe the history or purpose of an object. Use the opportunity to contribute to the game and build the fiction — just don’t contradict anything that’s already been established as fact or said by another player if you don’t need to and have conversations to make sure everyone is on the same page.
Things Moves May Ask You To Do
Every time a move is triggered they affect the fiction, no matter what the dice result is. Almost always, a result of a 6 or less means you, as a player, loses narrative control over the outcome of an action. Even then, the EIC might give your character a tough choice to make, but since that falls within the purview of the EIC, it is the 7-9 and 10+ results that you need to pay particular attention to as a player as they allow you to exercise certain agency in the fiction.
These are the moves that any player will trigger the most. They are the situations that characters will find themselves in the most often and represent the kinds of things characters will be doing in the game.
• Take Down (May use any stat, but Smash is most likely)
• On a 10+ result, you get 3 effect choices;
• and on a 7-9 result you get 2 effect choices.
Move Effect Choices are like a currency that is spent to do things; all Choices are made right away and the fiction needs to reflect that. Choices can also be mixed and matched.
• Impose a Condition (1-3 Cost)
• Take away an Advantage (2 Cost)
• Force a change of location (1-2 Cost)
• Reduce the size of a mob by 1
• Take no harm in the doing (as part of a Take Down)
• Seize Control (May use any stat, but Smash or Maneuver is most likely)
• Push (no stat used)
• Serve and Protect (Protect stat)
• Use Environment (no stat, no roll)
• Defy Danger (May use any stat, but Maneuver slightly more likely)
• Aid or Interfere (Bond stat)
• Examine (Investigate stat)