Dangers
Hazards Monsters Running combat
Dangers are likely to hurt the PCs or the things they care about. There are two basic types of danger:
Hazards are environmental dangers, like traps, treacherous terrain, or weather.
Monsters are active dangers, usually things with intent; adversaries that the PCs can fight (or fight off ).
PCs usually encounter dangers when they're on an expedition, or when things get bad and a danger shows up in town. Ultimately, they're just elements of the fiction: you frame a scene that includes a danger (or introduce one into a scene), you describe the situation, you make a move using the danger, and you ask "what do you do?" Go from there.
Like any element of the fiction, dangers can be improvised. Much of this chapter, though, focuses on preparing dangers in advance. The last chunk of the chapter deals with running fights.
In this section
- Dangers vs. threats
- Hazards
- Improvising a hazard
- Damage from hazards
- Preparing hazards
- As a detailed description
- As GM moves
- As an impending doom
- As player moves
- As a combination
- When you enter the Hall of Humility, choose 1:
- Monster format
- Monsters
- Monster types
- 1 Concept
- Tags
- <sup>7</sup> Special qualities Consider writing a special quality
- <sup>10</sup> Description Write as much or as little of a
- <sup>11</sup> Optional elements If the monster has nuanced mo-
- THE ALMTAKERS, guardian Fae (group, large, Fae, magical, organized)
- Instinct to protect its master
- Running combat
- Portray your characters with integrity.
- But also, portray monsters as monsters.
- Introducing monsters
- The flow of battle
- Foes they can't hurt
- Fighting spirits
- Multiple combatants
- Abstracting groups
- Keeping fights interesting
- Make soft GM moves all the damn time.
- Consider the momentum of the action
- Maps, tokens, and minis