A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | |
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1 | Apocalypse World | Dungeon World | Monsterhearts | Monster of the Week | AW: Dark Ages (2014 playtest) | Sagas of the Icelanders | |||||||||||||||||||||
2 | A | AGENDA | AGENDA | AGENDAS | AGENDA | AGENDA | AGENDA | ||||||||||||||||||||
3 | B | 1 Make Apocalypse World seem real | 1 Portray a fantastic world | 2 Make the PCs feel unaccepted | 1 Make the world seem real | 1 Make the Dark Age vivid | 1 Paint a believable picture of saga-period Iceland | ||||||||||||||||||||
4 | B | 2 Make the players' characters' lives not boring | 2 Fill the characters' lives with adventure | 1 Make the PCs' lives not boring | 3 Make the hunters' lives dangerous and scary | 2 Make the characters' lives eventful | 2 Make the players’ characters’ circumstances worthy of a saga | ||||||||||||||||||||
5 | B | 3 Play to find out what happens | 3 Play to find out what happens | 3 Keep the story feral | 2 Play to see what happens | 3 Play to find out what happens | 3 Play to find out what happens | ||||||||||||||||||||
6 | C | ALWAYS SAY | ALWAYS SAY | ALWAYS SAY | ALWAYS SAY | ||||||||||||||||||||||
7 | D | 4 What honesty demands | 3 What honesty demands | 4 What honesty demands | 1 What honesty demands | 01 Put your heart and brain on the table (Principle) | |||||||||||||||||||||
8 | D | 2 What the rules demand | 2 What the rules demand | 2 What the rules demand | 2 What the rules demand | ||||||||||||||||||||||
9 | D | 3 What your prep demands | 3 What your prepared mystery and arcs demand | 3 What your prep demands | |||||||||||||||||||||||
10 | D | 1 What the principles demand | 1 What the principles demand | 1 What the principles demand | 4 What the principles demand | ||||||||||||||||||||||
11 | E | PRINCIPLES | PRINCIPLES | PRINCIPLES | PRINCIPLES | PRINCIPLES | PRINCIPLES | ||||||||||||||||||||
12 | P | 01 Barf forth apocalyptica | 03 Embrace the fantastic | 01 Blanket the world in darkness | 01 Put horror in everyday situations | 01 Pursue your own sense of magic, mystery, and danger | 09 Make it cold | ||||||||||||||||||||
13 | P | 02 Address yourself to the characters, not the players | 02 Address the characters, not the players | 02 Address yourself to the characters, not the players | 02 Address yourself to the hunters, not the players | 02 Address yourself to the characters | 03 Address the characters, not the players | ||||||||||||||||||||
14 | P | 03 Make your move, but misdirect | 04 Make a move that follows | 03 Make your move, but misdirect | 03 Choose your move to follow the action | 02 Let everything flow from the fiction | |||||||||||||||||||||
15 | P | 04 Make your move, but never speak its name | 05 Never speak the name of your move | 04 Make your move, but never speak its name | 03 Use the Keeper moves, never their names | 04 Make your move, but bring action into the game | |||||||||||||||||||||
16 | P | 08 Respond with fuckery and intermittent rewards | 09 Happiness always comes at someone else's expense | 09 Sometimes give them exactly what they earned, rather than all they wanted | 05 Give the players' characters their due | 10 Give them the sun, make them fight for the moon | |||||||||||||||||||||
17 | P | 06 Make humans seem monstrous | 12 Everything is a threat | 06 Give the players' characters each others' problems | |||||||||||||||||||||||
18 | P | 07 Ask provocative questions and build on the answers | 08 Ask questions and use the answers | 10 Ask provocative questions and build on the answers | 08 Ask questions and build on the answers | 07 Ask provokative questions and build on the answers | |||||||||||||||||||||
19 | P | 06 Name everyone, make everyone human | 07 Name every person | 05 Make monsters seem human | 07 Name everyone they meet, make them seem like normal folks | 08 Name everyone, and let everyone be mortal | 07 Give everyone a history | ||||||||||||||||||||
20 | P | F1 Draw maps like crazy | 01 Draw maps, leave blanks | 08 Accept people, but only conditionally | 05 Build a coherent mythology of the world as you play | 09 Let the players share their vision | 05 Aim at the characters and their moves | ||||||||||||||||||||
21 | P | 10 Think offscreen too | 12 Think offscreen, too | 13 Give your NPCs simple motivations that divide the PCs | 10 Think about what's happening offscreen | 10 Think offscreen, too | 06 Think about the larger world | ||||||||||||||||||||
22 | P | 11 Sometimes, disclaim decision-making | 14 Sometimes, disclaim decision making. | 11 You don't always have to decide what happens | 11 Sometimes, disclaim decision making | 11 Sometimes, pass the reins | |||||||||||||||||||||
23 | P | F3 Digress occasionally | 12 Play with the form | ||||||||||||||||||||||||
24 | P | 06 Give every monster life | 07 Give everyone a life | ||||||||||||||||||||||||
25 | P | 09 Be a fan of the players' characters | 09 Be a fan of the characters | 11 Be a fan of the PCs | 04 Be a fan of the hunters | 04 Be a fan of the player's characters | |||||||||||||||||||||
26 | P | 05 Look through crosshairs | 10 Think dangerous | 12 Treat your NPCs like stolen cars. | 06 Nothing is safe: kill bystanders & minions, burn down buildings, let monsters be slain | 08 Throw it under the grinding stones of time | |||||||||||||||||||||
27 | P | 11 Begin and end with the fiction | |||||||||||||||||||||||||
28 | Y | YOUR MOVES | YOUR MOVES | HARD MOVES | YOUR MOVES | YOUR MOVES | CEREMONIAL MOVES | ||||||||||||||||||||
29 | Z | 04 Trade harm for harm (as established) | |||||||||||||||||||||||||
30 | Z | 02 Capture someone | 01 Capture someone | ||||||||||||||||||||||||
31 | Z | 08 Leap to the worst possible conclusion | 02 Have an NPC act on their aspirations | ||||||||||||||||||||||||
32 | Z | 14 Make a threat move (from one of your fronts) | 01 Use a monster, danger or location move | 11 Take a String on someone | 12 Make a threat move, from one of your mystery or ark threats | 03 Have an NPC do what their conscience will allow | 10 Make a threat move | ||||||||||||||||||||
33 | Z | 08 Give an opportunity that fits a class's abilities | 02 Put them together | 04 Have the season pass | 05 Put them together | ||||||||||||||||||||||
34 | Z | 09 Make them buy | 05 Use up their resources | 06 Make them pay a price | 06 Make them acquire stuff | 05 Have something cost, fail, or break | 03 Put a price on it | ||||||||||||||||||||
35 | Z | 07 Inflict harm (as established) | 04 Deal damage | 05 Inflict harm (as established) | 04 Inflict harm, as established | 06 Inflict or exchange harm as established | 02 Inflict harm as established | ||||||||||||||||||||
36 | Z | 12 Offer an opportunity, with or without a cost | 10 Offer an opportunity, with or without a cost | 09 Offer an opportunity, maybe with cost | 07 Offer an opportunity, with or without a cost | 07 Offer an opportunity | |||||||||||||||||||||
37 | Z | 03 Put someone in a spot | 11 Put someone in a spot | 13 Herald the abyss | 11 Put someone in trouble | 08 Put someone in a tenuous or untenuable spot | 04 Put the in the middle | ||||||||||||||||||||
38 | Z | 01 Separate them | 07 Separate them | 01 Separate them | 01 Separate them | 09 Separate them | 06 Separate them | ||||||||||||||||||||
39 | Z | 06 Announce future badness | 03 Show signs of an approaching threat | 04 Announce future badness | 02 Reveal future badness | 10 Show evidence of what's coming | 01 Suggest future calamity | ||||||||||||||||||||
40 | Z | 05 Announce off-screen badness | 02 Reveal an unwelcome truth | 03 Announce off-screen badness | 03 Reveal off-screan badness | 11 Show evidence of what's happening elsewhere | |||||||||||||||||||||
41 | Z | 08 Take away their stuff | 10 Expose a dangerous secret to the wrong person | 10 Take away some of the hunters' stuff | 12 Take something away from someone | 09 Change the seasons | |||||||||||||||||||||
42 | Z | 11 Tell them the possible consequences and ask | 12 Tell them the requirements or consequences and ask | 07 Tell them the possible consequences and ask | 07 Tell the possible consequences and ask if they want to go ahead | 13 Tell them the possible consequences and ask | |||||||||||||||||||||
43 | Z | 13 Turn their move back on them | 06 Turn their move back on them | 09 Turn their move back on them | 08 Turn their move back on them | 14 Turn their move around on them | |||||||||||||||||||||
44 | Z | 10 Activate their stuff's downside | 09 Show a downside to their class, race, or equipment | 12 Trigger their Darkest Self | 05 Make them investigate | 08 Make honour and shame real | |||||||||||||||||||||
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