Some things to start discussion/generate interest:
Stats
Brains – intelligence, training, learning
Guts – physical and mental fortitude, willpower
Heart – empathy, emotional strength, humanity
Nerve – audacity, chutzpah, confidence
Cxn – your connection, good or bad, with the other players’ characters
Basic Moves
When you try to Act Professionally, or maintain your composure, in a difficult or dangerous situation roll+guts:
On a 10+: You keep it together.
On a 7–9: You slip, crack, or hesitate: the MC can offer you a worse outcome, a hard bargain, or an unforeseen side effect.
On a 6-: Miss: Things get complicated
When you interact directly with someone in need or difficulty, roll+heart:
If you Show Compassion, concern or true caring:
On a 10+: Hold 3
On a 7–9: Hold 2 and they Hold 1
On a 6-: Miss: Things go poorly.
While you’re interacting, either player may spend their hold to ask the other player these questions, 1 for 1:
• What’s really troubling your character?
• How can I help your character?
• Where is your character vulnerable?
• What would your character like me to do?
If you Show Contempt, disdain or indifference:
On a 10+: Miss: It goes badly.
On a 7–9: Hold 1 and they Hold 1
On a 6-: Hold 2
While you’re interacting, either player may spend their hold to ask the other player these questions, 1 for 1:
• How could I get your character to ___?
• Where is your character vulnerable?
• Are you telling the truth?
When you Display Expertise[/i] about a problem at hand, through word or action, roll+brains:
On a 10+: All three
On a 7–9: Choose two
• You’re actually right: the MC will tell you an interesting fact about the current problem, and you may ask a follow-up question or two.
• Everyone realizes you’re right
• You’re not exposed to what’s going on
On a 6-: Miss: You get it wrong.
When you Feign Competence in the face of a difficult or dangerous situation roll+nerve:
On a 10+: Choose two
On a 7–9: Choose one
• Your peers accept you
• Your patient/subordinate trusts you
• Your superiors find you credible
• You’re actually right
On a 6-: Miss: They see through your façade.
When you Stick Your Hand In to someone else’s situation roll+Cxn:
On a 10+: If an NPC, they succeed or fail, your choice. If a PC, they take +2 or -2 to their roll, your choice. If the character succeeds, they owe you a favor or, if a PC, they can give you +1Cxn instead, their choice.
On a 7–9: If an NPC, they succeed or fail, your choice. If a PC, they take +1 or -1, your choice. Regardless, you’re exposed and/or vulnerable.
On a 6-: Miss: You definitely don’t help.
A note on rolls:
For the most part rolling in The Ward is just like Apocalypse World where “high” equals “good”; in some cases, however, a low roll is the “good” result, particularly Show Contempt. This is intentional! When you’re under pressure, feeling like crap, or just having a bad day, it’s much “easier” to show contempt than compassion, and the game works that way. Just so you know, 7-9 is always a “weak success” and any time a move has a “bad” result, it’ll be listed as a “miss”, along with the roll result and, unless there’s actually mechanics listed, whatever is written in that “miss” section is simply secret code to the MC to make a move as hard and direct as they like…