Master of Ceremonies inner
THREAT MOVES
MC Moves for warlords:
MC Moves for grotesques:
MC Moves for landscapes:
MC Moves for afflictions:
MC Moves for brutes:
Outflank someone, corner someone, encircle someone.
Attack someone suddenly, directly, and very hard.
Attack someone cautiously, holding reserves.
Seize someone or something, for leverage or information.
Make a show of force.
Make a show of discipline.
Offer to negotiate. Demand concession or obedience.
Claim territory: move into it, blockade it, assault it.
Buy out someone's allies.
Make a careful study of someone and attack where they're weak.
Display the nature of the world it inhabits.
Display the contents of its heart.
Attack someone from behind or otherwise by stealth.
Attack someone face-on, but without threat or warning.
Insult, affront, offend, or provoke someone.
Offer something to someone, or do something for someone, with strings attached.
Put it in someone's path, part of someone's day or life.
Threaten someone, directly or else by implication.
Steal something from someone.
Seize and hold someone.
Ruin something. Befoul, rot, desecrate, corrupt, adulter it.
Reveal something to someone.
Display something for all to see.
Hide something.
Bar the way.
Open the way.
Provide another way.
Shift, move, rearrange.
Offer a guide.
Present a guardian.
Disgorge something.
Take something away: lost, used up, destroyed.
Someone neglects duties, responsibilities, obligations.
Someone flies into a rage.
Someone takes self-destructive, fruitless, or hopeless action.
Someone approaches, seeking help.
Someone approaches, seeking comfort.
Someone withdraws and seeks isolation.
Someone proclaims the affliction to be a just punishment.
Someone proclaims the affliction to be, in fact, a blessing.
Someone refuses or fails to adapt to new circumstances.
Someone brings friends or loved ones along.
Burst out in uncoordinated, undirected violence.
Make a coordinated attack with a coherent objective.
Tell stories (truth, lies, allegories, homilies).
Demand consideration or indulgence.
Rigidly follow or defy authority.
Cling to or defy reason.
Make a show of solidarity and power.
Ask for help or for someone's participation.
BASIC & PERIPHERAL MOVES
BASIC MOVES
PERIPHERAL MOVES
Harm & healing moves:
Barter moves:
Augury & insight:
Optional battle moves:
When you do something under fire, or dig in to endure fire, roll+cool.
When you go aggro on someone, roll+hard.
When you try to seize something by force, or to secure your hold on something, roll+hard.
When you try to seduce or manipulate someone, tell them what you want and roll+hot.
When you read a charged situation, roll+sharp.
When you read a person in a charged interaction, roll+sharp.
When you open your brain to the world's psychic maelstrom, roll+weird.
When you help or interfere with someone who's making a roll, roll+Hx.
At the end of every session, choose a character who knows you better than they used to.
When you suffer harm, roll+harm suffered.
When you inflict harm on another player's character, the other character gets +1 Hx with you for every segment of harm you inflict.
When you heal another player's character's harm, you get +1 Hx with them for every segment of harm you heal.
When you give 1-barter to someone, but with strings attached, it counts as manipulating them and hitting the roll with a 10+, no roll required.
When you go into a holding's bustling market, looking for some particular thing to buy, roll+sharp.
When you make known that you want a thing and drop jingle to speed it on its way, roll+barter spent (max roll+3).
When you use your followers or your workspace for augury, roll+weird.
When you use your followers for insight, ask your followers what they think your best course is, and the MC will tell you.
When you provide covering fire for someone, roll+cool.
When you maintain an untenable position or course, roll+hard.
When you stay the fuck down, roll+sharp.
When you follow through on someone else's move, roll+Hx.
THE MASTER OF CEREMONIES
AGENDA
ALWAYS SAY
THE PRINCIPLES
YOUR MOVES
A FEW MORE THINGS TO DO
Make Apocalypse World seem real.
Make the players' characters' lives not boring.
Play to find out what happens.
What the principles demand.
What the rules demand.
What your prep demands.
What honesty demands.
Barf forth apocalyptica.
Address yourself to the characters, not the players.
Make your move, but misdirect.
Make your move, but never speak its name.
Look through crosshairs.
Name everyone, make everyone human.
Ask provocative questions and build on the answers.
Respond with fuckery and intermittent rewards.
Be a fan of the players' characters.
Think offscreen too.
Sometimes, disclaim decision-making.
Separate them.
Capture someone.
Put someone in a spot.
Trade harm for harm (as established).
Announce off-screen badness.
Announce future badness.
Inflict harm (as established).
Take away their stuff.
Make them buy.
Activate their stuff's downside.
Tell them the possible consequences and ask.
Offer an opportunity, with or without a cost.
Turn their move back on them.
Make a threat move (from one of your fronts).
After every move: “what do you do?”
Make maps like crazy.
Turn questions back on the asker or over to the group at large.
Digress occasionally.
Elide the action sometimes, and zoom in on its details other times.
Go around the table.
Take breaks and take your time.