Splitting "Moves" into two categories

I’ve seen a bit of the discussion on calling moves “Moves” and I thought, well, why not play with it!

So fantasypunk, the game I’m working on, has a bit of an OSR legacy (toned down through my hack), but I still want to nod at some classic trad fantasy game tropes for fun (only the not f-ed up ones, please).

So I am splitting moves into Moves and Features (or feats)

Things that you do remain in moves. Passive things go to Features.

Nothing huge or revolutionary, peeps! I know!

Feel free to drop your thoughts, opinions and even suggestions!

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One way I’ve thought about this for myself when designing is that the moves are active, or actions, and the ‘features’ are things that modify those actions in various ways. That includes your passive index, but also specific character things that might influence or change a basic move. Don’t know if that helps or not. :grinning:

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This does indeed seem like a natural way to do it – I approached it a little bit in my own game, with how I divided up the “everyone has these” moves, but I didn’t go the rest of the way and do it for things like advances.

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Yeah! I hear ya! I don’t think I’ll break the content or anything like that, but it would probably help with the cognitive absorption of the moves and their function.

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It absolutely helps! Your idea is close to mine, yes! I’m gonna work on that for fantasypunk 1.1 or 1.2 after all!

Jason Cordova details four types of moves in The Between:

“Broadly-speaking, The Between has four different types of moves: moves that automatically do a thing, moves that give you something for Personal Quarters, moves that are “gangs” or organizations, and moves that have die rolls. Some of the more complex playbook moves combine two or three of these types into one move.” (The Between, page 121)

That’s really interesting!

Could you briefly break down the gangs and organisations category?

Hi Gabe! Sure thing. An organization describes a move that allows you to have a small group at you disposal that helps you. Here is an example. This is from the playbook of the Factotum.

THE HARGRAVE HOUSE INFORMALS:

You skim money from the Hargrave House accounts in order to maintain a network of spies and enforcers throughout London. When you put out a word that you need help from someone in your network, select one of them from the list below and roll with Presence.

On a 10+, they show up right away and do as you wish; any rolls associated with actions they help you with are taken at Advantage.

On a 7-9, as above, but they take awhile to show up or they want something in exchange for their help, Keeper’s choice.

On a miss, word gets back to you that they are dead, frfrom violence, consumption, or worse; cross them off the list.

On a 12+, they also tell you something they have seen; the Keeper will give you helpful information or a Clue, their choice.

◒ Elsie Willow, a prostitute (red hair, laughs a lot, moth eaten dress).
◒ Kip Longfellow, a street urchin (quite short, smells of hay, weirdly red)
◒ Silas Gren, a butcher (muscular, bloody apron, looks older than he is)
◒ Velma Thenwicket, a governess (pretty, usually stern, always tired)
◒ Pig’s Ear, a pickpocket (hirsute, smells… bad, surprisingly poetic)
◒ Brother Samuel, a disgraced vicar (clean cut, smells of juniper, soft hands)
◒ Barrel Staves, a hooligan (an absolute unit)