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Recovery/Healing Move
Hello there
Looking for a bit of feedback on a move. I have been revising a recover move for a hack I made for the game Glitter Hearts. The reason for the revision, is that I feel that the current version kinda makes the flow of the game "stumble". So I tried to make a simplere version, but fear that it might be to "mechanical".
The general idea of the move is that the characters gain Stress (basically damage), and can clear it by spending time with Bonds (people, places and groups), that is important to them. But doing so risks the Bond somehow.
===== OLD VERSION =====
Reconnect & Recover
Whenever you have downtime and hang out or spend time with your normal life, decide which Bond you want to focus on and roll+Bond. *On a 10+, choose one below:
- Clear all Stress
- Clear a Debility
- Raise the Bond by 1 (max +3).
*On a 7-9, as above but something problematic, dangerous, or inconvenient will make the Bond unavailable for some time unless dealt with. Start framing a scene and play out things that happen. The GM will jump in and add the element when they so choose.
*On a 6-, things go very wrong, potentially damaging or destroying the Bond. Describe the scene and what goes wrong. Then Check your Bond.
===== NEW VERSION =====
Reconnect & Recover
Whenever you have downtime and hang out or spend time with your normal life, decide which Bond you want to focus on and roll+Bond. *On a 10+, choose one below:
- Clear all Stress
- Clear a Debility
- Raise the Bond by 1 (max +3).
*On a 7-9, you clear half your Stress (round up), and choose one below:
- The Bond becomes unavailable for some time
- An obstacle/problem appears for the Bond
- Its opinion of you or connection to you, changes
.. then describe how that looks in the fiction.
*On a 6-, things go very wrong and the GM may make a hard move involving the subject of the Bond.