Fictional Positioning

The actions your character can take — and which moves they trigger — are shaped by your fictional positioning: the sum of everything established about your character and the world.

What positioning is made of

What positioning decides

Positioning comes first. Establish what's possible and which move fires before you touch the dice. The dice decide how it goes; the fiction decides what's on the table.

Who rolls

You roll when you act. The GM rolls for your community.

When your character acts, you push your luck — the GM doesn't roll for the world's reactions and doesn't trigger moves. If a monster attacks, the GM says "It leaps at you, claws out" — then asks "What do you do?" They don't roll to see if it hits.

When the community acts — mustering, pulling together, trading, facing the turning seasons — the GM rolls on its behalf: a number of d6 equal to the stat, taking the highest. See the homefront moves.

So:

PC vs. Follower Conflict

Sometimes you'll come into conflict with your followers. When that happens, slow down. Give the GM a chance to voice the follower's position. If you're making a move that targets them, clarify what you're trying to do and why they might resist.

If the follower acts against you — trying to stop you, foil you, or change your mind — that's Interfere or Persuade. Follow those moves. The GM portrays the follower, but the dice decide the outcome.

Your follower is on your side, broadly. But they're also a person with their own fears, opinions, and limits. Conflict makes the relationship richer — don't avoid it, just handle it with care.