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Example GM MovesCore

Rule

GM moves are your most important tool as a storyteller in Daggerheart.

GM moves are your most important tool as a storyteller in Daggerheart.

The way you make moves truly defines your story and style. Everyone who plays this game will interact with GM moves differently, so you should never feel like you have to use them the same way anyone else does! As long as you and your table are having fun, you’re staying true to the story, and you’re acting as a fan of your players, that’s what matters.

The following examples span the gradient from softer moves to harder moves. Look down the list until you find the move that seems appropriate. Don’t describe your move in the terms used in this section. Instead of saying “ I show the collateral damage“, contextualize it for the players—describe how their missed arrow pierces the frayed rope holding a lantern aloft, and now the room in the bandits’ hideaway has been set ablaze!

When you make a GM move, you might try one of these:

  • Show how the world reacts.
  • Ask a question and build on the answer.
  • Make an NPC act in accordance with their motive.
  • Lean on the character’s goals to drive them to action.
  • Signal an imminent off-screen threat.
  • Reveal an unwelcome truth or unexpected danger.
  • Force the group to split up.
  • Make a PC mark Stress as a consequence for their actions.
  • Make a move the characters don’t see.
  • Show the collateral damage.
  • Clear a temporary condition or effect.
  • Shift the environment.
  • Spotlight an adversary.
  • Capture someone or something important.
  • Use a PC’s backstory against them.
  • Take away an opportunity permanently.

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