Tell me if this scenario sounds familiar:
The party knows they want to get into the keep. They see guards. There are fortifications. They've done some reconnaissance. And now they plan and argue over their approach. And you as the GM either sit back and listen. Or, with little warning, you send guards out to capture the party.
Inspired by Dungeon World moves, I made a “move” for players to use for Dungeon Crawl Classics RPG. It's intention is to throw your characters into action. Listen as they plot and scheme, asking questions. As they begin to turn towards each other and argue, shift to the following:
I Love it When a Plan Comes Together
When you spend some time observing a guarded and fortified area and you articulate a plan based on observation and intuition and set the plan in motion, choose someone on the party to make a Luck roll.
- On a success, the party gets a common Luck pool to use on your assault. There are a number of Luck points in the pool as the result of the die. Anyone that took part in the planning may spend these Luck points; They are only good for the next 5 minutes of real time (Referee…start the clock).
- On a failure, go through with your plan, but the Judge will surely throw a complication your way.