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forgottengods:mechanics:gm_moves_and_player_resistance

GM Moves & Player Resistance

Principle

GM Hard and Soft Moves always land. They represent the world pressing back: consequences, threats, or shifts in the fiction that cannot be avoided by “rolling higher.”

Players may resist, soften, or redirect these effects, but only through invocation, expressions, or statuses.

GM Moves

  • Soft Move: A warning, escalation, or setup. It foreshadows danger or shifts momentum but leaves the PCs room to act before the full consequence lands.
  • Hard Move: A direct consequence or danger coming to fruition. The effect is immediate and definite: a wound, a loss, a rupture, or a new threat.

Soft moves create pressure; hard moves deliver consequences. Both always happen in the fiction.

Player Resistance Options

When a GM Move lands, the player may attempt to soften or redirect it. The following tools are available, but not all may be combined freely:

  • Invoke a Lens Aspect (Fate Point):
    • Guaranteed mitigation. Reduces severity by 3 shifts (or equivalent).
    • Mutually exclusive with Expressions or Statuses.
    • Represents certainty purchased with a scarce resource.
  • Roll an Expression:
    • Risky mitigation.
    • Success → reduces or redirects the effect (usually 2 shifts).
    • Tie → partial reduction (usually 1 shift).
    • Failure → full effect, and may worsen.
    • May be combined with a beneficial Status.
  • Use a Beneficial Status:
    • Automatic absorption equal to its value (e.g., *Warded 2* absorbs 2).
    • May be combined with an Expression roll.
    • Cannot be combined with an Aspect.

Combination Rules

  • Aspect: Stands alone. Most powerful but limited.
  • Expression + Status: Allowed. Risk supported by prepped defenses.
  • Aspect + Status: Not allowed.
  • Cap on Resistance: No single resistance attempt may reduce more than 4 shifts total. Any excess carries through.

Full Mitigation

It is possible to completely avoid taking a status or consequence from a GM Move — but only by choosing the right method.

  • Aspect Invoke: A well-timed invoke may reduce the effect to zero. The Move still happens in the fiction, but the character shrugs it off, evades, or nullifies it through narrative strength.
  • Expression + Status: Together, these may cancel out the effect. A strong defense in preparation (status) plus skill in the moment (expression) can entirely blunt the Move.

Important: The Move always manifests in the fiction. The Choir screamed, the censer spilled, the ground shook. Complete mitigation means the PC emerged unharmed — not that the Move never occurred.

Example

GM Hard Move: “The Mendicant’s censer spills fire across the floor. Take ‘Burning 3.’”

  • Accept: Mark *Burning 3*.
  • Invoke Anchor: Pain is a Teacher → spend FP → reduce by 3 → *Burning 0*.
  • Roll Expression: Endure the Unendurable + Status *Blessed by Water 2*:
    • Status absorbs 2 → *Burning 1*.
    • Expression success reduces 1 more → *Burning 0*.

The Move always lands in the story — the fire spilled — but the PC may emerge unscathed through resistance.

Fate Points and the Loop

  • Fate Points = resistance currency. They guarantee reduction.
  • Expressions = risk currency. They might save you or make things worse.
  • Compels tempt players to accept the full consequence in exchange for FP, keeping the economy alive.
forgottengods/mechanics/gm_moves_and_player_resistance.txt · Last modified: by 127.0.0.1

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