GM Soft Moves and Hard Moves
Soft Moves:
— Warn or Signal Consequences. They give players a hint or warning about what's coming next.
— Offer Player Agency. Allow players the chance to respond, avoid, or prepare before something actually happens.
— Build Tension. Increase suspense and anticipation by setting the scene or showing looming threats.
— Set Up Hard Moves. Foreshadow or lead into hard moves if players ignore or fail to act on the warning.
— Are Narrative, Not Punitive. Focus on describing the fiction and guiding the story rather than punishing or imposing damage/effects.
— Can Be Environmental, Social, or Combat-Related. Can be clues, NPC reactions, or changing terrain.
— Keep the Story Moving. Maintain flow and momentum, encouraging players to engage actively with the unfolding situation.
Hard Moves:
— Happen immediately-no setup or soft warning.
— Push the fiction in a decisive way.
— Create new problems or escalate existing ones.
— Respect player agency by presenting new challenges, not removing all choices.
20 Examples of Soft Moves for Combat
1 . "The enemy circles around, looking for an opening."
(Signaling a possible flank or attack next turn.)
2. "You see one of them draw something from their belt."
(A potion? A bomb? You won't know unless you act.)
3. "Their reinforcements shout from behind the tree line."
(Danger is coming but hasn't arrived yet)
4. "The celling groans under strain from the impact."
(A hint something environmental might collapse.)
5. "Your weapon hits, but the creature doesn't even flinch."
(Revealing toughness, not negating damage-yet.)
6. "The mage begins to chant, eyes glowing with power."
(A spell is being prepared-interrupt it?)
7. "Your foot lands on something unstable."
(Imminent environmental hazard.)
8. "You hear the clatter of armor behind you."
(An off-screen enemy approaching.)
9. "Their eyes lock with yours, full of fury."
(You're being marked as their next target.)
10. "The archer nocks an arrow and draws the string tight."
(Next round, someone gets shot unless they act.)
11. "One of the enemies breaks away and runs toward the hostage."
(They have an objective-and time to stop them.)
12. "Something begins to rumble deep below the ground."
(A larger threat is being set in motion.)
13. "The spell you cast earlier begins to sputter unexpectedly."
(Setting up magical interference or backlash.)
14. "Their blade whistles through the air-just inches from your throat."
(A missed attack that could easily hit next round.)
15. "You smell smoke. A fire must have started during the chaos."
(Escalating battlefield conditions.)
16. "The enemy warrior roars, rallying the others with a cry."
(They're boosting morale or preparing a combo.)
17. "Blood drips onto the ground-not yours."
(Revealing a hidden, wounded foe nearby.)
18. "The beast shifts its weight and lowers its head, preparing to charge."
(A signal to brace or move.)
19. "You catch a flash of metal in the corner of your eye."
(A hidden threat is making a move.)
20. "The walls tremble with the force of the blows exchanged."
(An unstable location may soon collapse or change.
20 Examples of Hard Moves for Combat
1. "The enemy's blade sinks deep-take 3 damage."
(No warning. It hits. Now they deal with the fallout.)
2. *The spell goes wild, exploding in your hands."
(Magic backlash, maybe from a failure or corrupt environment.)
3. "The bridge gives way beneath you-you're falling!"
(Environmental hazard suddenly takes hold.)
4. "A second wave of enemies bursts through the doors."
(Reinforcements arrive at the worst time.)
5. "You're grappled-its massive arms pin you to the ground."
(Direct control loss until someone helps or you break free.)
6. *The creature lets out a psychic scream-mark a Shadow or take disadvantage.*
(Mental effects that add mechanical or narrative weight.)
7. *Your weapon snaps under the pressure."
(A devastating equipment consequence.)
8. "The spell fails, and your focus shatters— no magic for the rest of the scene."
(Locks out a core ability unless creatively worked around.)
9. "The archer looses-an arrow strikes your companion in the leg."
(Target someone else unexpectedly.)
10. "Flames engulf the eastern side of the battlefield- it's now impassable."
(The terrain changes dramatically.)
11. *You fall unconscious from blood loss."
(Not dead, but out unless stabilized or awakened.)
12. "The enemy crushes your shield-it's useless now."
(Forces a tactical change immediately.)
13. "You're disarmed-your weapon skitters across the floor."
(Now they must get creative or fight barehanded.)
14. *The enemy commander issues a brutal command-morale drops, take a fear token."
(Mechanical pressure tied to theme or status effects.)
15. "A trap triggers beneath you-spikes shoot up from the ground."
(A sudden, unavoidable threat.)
16. "The beast slams into the wall—-rocks tumble, blocking your escape."
( E s c a p e r o u t e or objective is now h a r d e r or lost.)
17. The dying cultist hisses a word--and your sword glows red-hot in your hand."
(A cursed item or parting gift.)
18. The terrain shifts— you're separated from your allies by falling rubble.*
(Forces split-party dynamics in combat.)
19. "Their spell takes hold-you forget what you were doing and lose your next action."
(Forces loss of tempo or control.)
20. *The ritual completes-you were too late."
(The worst-case outcome is now in play.)
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