In my recent mini-campaign, I had a Hocus and a Savvyhead stuck in a tight spot, surrounded by enemies. They're hiding at the back of this cave, unsure what to do, and the Savvyhead starts messing around with a hatch. It doesn't really lead anywhere, but, hey, maybe it could be useful somehow?
Meanwhile, the Angel is administering aid to a dying man while one of the Black Teeth finishes off his ally and could soon turn on him.
So, the Savvyhead says, "Hey, can I use my Bonefeel hold to suddenly be there?"
Turned out part of the plan was to, you know, get out of his current predicament.
It seemed like an interesting outcome to me, and saying "no" wouldn't really give the player the sense that Bonefeel is useful or that we are interested in being fans of his character. So, it happened! The hatch at the back of the cave was a good justification for his disappearance "off-screen", as well.
The Hocus, of course, is rather pissed. Abandoned in a tight spot by a close ally!
However, the Savvyhead left his van back at the cave, too, so that's going to be a source of trouble.
...
Questions:
1. Has anyone used Bonefeel in this way in your game(s)? What do you think of its use in this kind of situation?
2. The Bonefeel move is rolled at the beginning of the session, and always generates 1-hold. The question is: is the Savvyhead in a good position, or pinned/trapped/in trouble? Does he start the scene with 1-forward?
This means that, in theory, you could choose to roll the move *when it's used*, instead of at the beginning of the session.
In this version, once per session the Savvyhead can say that he wants to be involved in a scene, "with or without a clear explanation". *Then* we roll the dice, determining whether he is "in the right place at the right time", with exactly what's needed, or in a bad spot of sorts.
Thinking about this is interesting; the implications are quite different.
Has anyone done this? If so, how did it feel in play? Which did you prefer? Why?