2. Draft the trigger(s)
If you haven't already done so, write a draft of the move's trigger. Ask yourself the following.
When does the move kick in? Most moves trigger when a PC does something specific, or something general under particular conditions. For example:
- "When you press or entice someone…"
- "When you raise your voice…."
- "When danger looms, the stakes are high, and you do something chancy…"
But moves can also trigger when…
- ... a PC makes a certain, other move, like "When you Seek Insight…."
- ... a player does a thing in the real world, like "When you write up detailed session notes and share them…."
- ... a player gets a certain result on a roll, like "When you Clash and get a 7+…."
- ... something happens to or near a PC, like "When you are near a rage drake as it bellows…."
- ... specific conditions are met, in-fiction or in the real world or both, like "While you are touching the ground…" or "When a session ends…."
- ... a player wants them to, like "When you decide that you had something all along…"
- ... a player/PC first gains the move, like Improved Stat;
- ... some combination of the above.
Pick a trigger that makes sense for your move and what it's doing. If your move is meant to reflect a PC being especially good at reading people, you might use a "when a PC acts" trigger, such as "When you size up an NPC…." But if that move will modify how Seek Insight works, then a better trigger might be, "When you Seek Insight against an NPC…."
If a move is meant to grant permission and imply that something is possible, you can use the move's trigger to convey that. For example, the Fox's Light Fingers move Catlike starts with, "When you perform a sleight of hand…." That implies that a PC with this move can do such tricks, without having to specifically say so.