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<blockquote data-quote="EpicureanDM" data-source="post: 7934675" data-attributes="member: 6996003"><p>Thanks for the praise. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The first place I'd look is spells and class Moves. Look for places to either attach tags to existing moves (add <Honeytongued> to the Bard's Bamboozle Move) or let players acquire tags temporarily with spells (after casting Charm Person, allow the Wizard to select one tag to use on the target for the spell's duration). It could also come through equipment for some tags. Buying noble clothes could give you the <Refined> tag, which could work against you if you're trying to deal with people who don't like the nobility. You could add them to character creation (each player selects two) and then revise them periodically with a <em>Mouse Guard</em>-style Tag (Trait) Vote.</p><p></p><p>The real trick, I think, is to settle on the list of available tags. It's relatively tricky compared to physical tags. Some obvious choices, like "Friendly" or "Hostile" sound right, but are probably too broad. Narrower terms that can interact with each other are needed. Look for qualities that, when added up, point to "Friendly" or "Hostile", stuff like <Funny>, <Loud>, <Polite>, or <Shy>. Once you sort that out, attaching them to different mechanisms should be easier. The list should probably be relatively short, too, certainly no longer than the list of monster/equipment tags in DW.</p><p></p><p>EDIT: Obviously, you'd need to call these tags out in play so that the players are aware of them, just like you'd announce that a dragon's claws are Forceful and Messy. Players should know that the tags are in play so that they can react accordingly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="EpicureanDM, post: 7934675, member: 6996003"] Thanks for the praise. ;) The first place I'd look is spells and class Moves. Look for places to either attach tags to existing moves (add <Honeytongued> to the Bard's Bamboozle Move) or let players acquire tags temporarily with spells (after casting Charm Person, allow the Wizard to select one tag to use on the target for the spell's duration). It could also come through equipment for some tags. Buying noble clothes could give you the <Refined> tag, which could work against you if you're trying to deal with people who don't like the nobility. You could add them to character creation (each player selects two) and then revise them periodically with a [I]Mouse Guard[/I]-style Tag (Trait) Vote. The real trick, I think, is to settle on the list of available tags. It's relatively tricky compared to physical tags. Some obvious choices, like "Friendly" or "Hostile" sound right, but are probably too broad. Narrower terms that can interact with each other are needed. Look for qualities that, when added up, point to "Friendly" or "Hostile", stuff like <Funny>, <Loud>, <Polite>, or <Shy>. Once you sort that out, attaching them to different mechanisms should be easier. The list should probably be relatively short, too, certainly no longer than the list of monster/equipment tags in DW. EDIT: Obviously, you'd need to call these tags out in play so that the players are aware of them, just like you'd announce that a dragon's claws are Forceful and Messy. Players should know that the tags are in play so that they can react accordingly. ;) [/QUOTE]
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