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GM Moves

GM Moves in Daggerheart RPG – the actions the GM makes to shape the story, introduce danger, or offer support in response to player actions.

GM Moves are the actions you take to shape and advance the story. They can heighten danger — introducing conflict or raising difficulty — or offer ease, revealing information or relieving a burden.

When to Make a Move

  • A PC rolls with Fear on an action roll.
  • A PC fails an action roll.
  • A PC does something that would have consequences.
  • A PC gives you a golden opportunity.
  • The players look to you for what happens next.

Quick Reference: Resolving Rolls

  • Critical Success — They get what they want plus extra. Gain Hope, clear a Stress.
  • Success with Hope — "Yes, and…" They succeed and gain a Hope.
  • Success with Fear — "Yes, but…" They succeed, but there's a consequence. GM gains a Fear.
  • Failure with Hope — "No, but…" Things don't go as planned, but they gain a Hope.
  • Failure with Fear — "No, and…" Things go wrong and get worse. GM gains a Fear.

Softer vs. Harder Moves

Softer moves give the party new information and a chance to react. Harder moves happen directly without allowing PCs to intercede. Use softer moves on failures with Hope and harder moves on rolls with Fear.

Key Principles

  • Don't undermine success — on Success with Fear, honor the success; add a consequence that doesn't negate it.
  • Let cool moments breathe — don't immediately foil a clever play; escalate instead.
  • GM moves apply everywhere — combat, social scenes, negotiations, explorations.
  • When stuck, mark a Stress or defer the consequence for later.
GM Moves – Daggerheart RPG Rule | DG Builder | DG Builder – Daggerheart RPG