Roll 2d6 + ability modifier. On a 10+, you succeed. On a 7–9, you succeed but with a complication, cost, or hard choice. On a 6 or less, the GM makes a move (something bad happens) and you mark XP. Moves are triggered by fictional actions — describe what your character does, and the rules tell you when to roll.
Best For
Groups who want D&D-style fantasy adventure (dungeons, monsters, treasure, classes) but with fiction-first PbtA mechanics that keep the pace fast and the spotlight on the narrative.
Highlights
Full text available free under Creative Commons, playbooks let new players start playing within minutes, GM chapter provides structured principles and moves for running the game, large library of third-party playbooks and supplements
Considerations
Combat lacks tactical positioning or grid-based options, long campaigns can expose repetitive move structures, damage dice are class-based rather than weapon-based which limits gear choices, no longer actively developed by its creators