Pay the Price

Pay the Price

When you suffer the outcome of a move, choose one.

  • Make the most obvious negative outcome happen.
  • Envision two negative outcomes. Rate one as ‘likely’, and Ask the Oracle using the yes/no table. On a ‘yes’, make that outcome happen. Otherwise, make it the other.
  • Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again: dice: [[Pay the Price#^result|^result]]

This is one of the most common moves in Ironsworn. Make this move when directed to by the outcome of another move, or when the current situation naturally leads to a cost through your choices or actions.

First, choose an option as described in the move. You may determine the outcome yourself, Ask the Oracle to decide between two options, or roll on the table. In guided play, you look to your GM for a ruling. Whatever choice you make, always follow the fiction. If a dramatic outcome springs to mind immediately, go with it. 

Next, envision the outcome. What happens? How does it impact the current situation and your character? Apply the outcome to the fiction of your scene before you determine any mechanical impact. Focusing on the narrative cost leads to deeper, more dramatic stories.

Finally, apply any appropriate mechanical penalty:

  • If you face a physical hardship or injury, Endure Harm and suffer -health.
  • If you are disheartened or frightened, Endure Stress and suffer -spirit.
  • If you lose equipment or exhaust resources, suffer -supply.
  • If you waste precious moments or are put in an unfavorable position, suffer -momentum.
  • If an ally or companion is put in harm’s way, apply the cost to them. 

See page 58 for guidelines on mechanical costs. When in doubt, suffer -2 from the appropriate track.

Most situations can impact both the narrative situation and your mechanical status. But, a result might also be purely narrative without an immediate mechanical cost. An initial failure might introduce a complication or force a reactive move (such as Face Danger). A failure on a subsequent move can then introduce a mechanical penalty. In this way, failures build on each other, and the situation gets riskier and more intense. 

The narrative and mechanical costs you endure should be appropriate to the circumstances and the move you are making. Scoring a miss on End the Fight implies a greater cost than if you fail to Clash within that scene. For dramatic moments and decisive moves, up the stakes. 

Once you’ve resolved the outcome, envision what happens next and how you react. You are not in control. The situation is more complex and dangerous. You may need to respond with another move to restore your advantage and avoid further cost.

Rolling matches

If you rolled a match on a move (page 9), and the outcome of that move tells you to Pay the Price, you can consider rolling on the table instead of just choosing an outcome. This fulfills the promise of the match by introducing a result you might otherwise not have considered. When in doubt about what a result on the table might represent (for example, “a new danger or foe is revealed”), you can Ask the Oracle. However, rolling a match on the Pay the Price table itself doesn’t have any special significance.

Table

dice: [[Pay the Price#^result|^result]]

dice: 1d100Result
1-2Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
3-5A person or community you trusted loses faith in you, or acts against you.
6-9A person or community you care about is exposed to danger.
10-16You are separated from something or someone.
17-23Your action has an unintended effect.
24-32Something of value is lost or destroyed.
33-41The current situation worsens.
42-50A new danger or foe is revealed.
51-59It causes a delay or puts you at a disadvantage.
60-68It is harmful.
69-77It is stressful.
78-85A surprising development complicates your quest.
86-90It wastes resources.
91-94It forces you to act against your best intentions.
95-98A friend, companion, or ally is put in harm
99-100Roll twice more on this table. Both results occur. If they are the same result, make it worse.
^result