entries
Sorted A-Z
Character & Combat

Dice, Moves, and Results

A move is a little bit of rules that shapes the conversation. Each one has a trigger — a fictional condition that makes it kick in.

Triggers

Triggers are almost always fictional: you describe your character doing something that matches, and the rest of the move tells us how to resolve it. To do it, you have to do it. You can also announce a move by name ("I Clash"), but expect the GM to ask what that looks like. The reverse holds too: if you do it, you have to do it. Elbow this guy in the face while fighting at close quarters, and that's Clash — even if you don't say the word.

Everyone at the table watches for triggers. If a move was missed, speak up.

Rolling

"Roll" means roll 2d6 and add them. "Roll +STAT" means add that stat from your playbook (stats range from -1 to +3). Some moves grant advantage (roll an extra die, drop the lowest) or disadvantage (extra die, drop the highest). Together they cancel.

Results:

  • 10+: strong hit, the best you can hope for
  • 7-9: weak hit — you get some of what you want, or you get it with a cost
  • 6-: miss — mark XP (unless the move says otherwise), the GM says what happens, and it will be bad

A 6- doesn't always mean you screwed up. It means something bad happens that your PC won't like. Your foe gets the jump on you. The branch breaks. You find the missing villager — dead for hours.

The GM doesn't roll

The GM doesn't trigger moves and doesn't roll to attack. They describe a monster leaping at you and ask, "What do you do?" Your move (and your roll) determines whether the attack lands.

The Die of Fate

When the GM wants the dice to decide an outcome but no move applies, they may call for the Die of Fate — a single d6, no modifiers. High is good, low is bad.

This work includes material from Stonetop by Jeremy Strandberg, published by Lampblack & Brimstone, licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.

License terms