![]() ![]() The moves are rules that kick in when the story fulfills their requirement - not something the players choose to do, if you catch my meaning. I guess what I mean is that having a tag like "nigh invincible" or "immortal" or a move like "shed skin and regain all health" force the players into that all-too-familiar old-school stance of "well shit, we can't just rush in and bang away at it" because those moves and tags tell the GM that a mere sword or bow just won't trigger Hack and Slash. If, somehow, you could pierce the hide and you were able to somehow plot to do so without the Dragon knowing and countering you, well, then, have at 'er, boss. The Dragon in question has "inch-thick metal hide" and can "act with perfect knowledge" which are narratively so much more important than its hit points. Tags, Special Qualities and Moves tell you what the monster can do and how it does it. The Apocalypse Dragon is a prime example of tags being immensely important and illustrating how, in many ways, they supersede all else. If you wanted the Massive Purple Worm or the God of All Purple Worms, I'd use this as a framework and tack on "godlike size" or "invulnerable" as tags and give it moves like "crush, kill, destroy" or "lay waste to all in its shadow". In this case, the Purple Worm is defended by its AC and has some HP. ![]() Mechanically, it's instinct is to consume and it can "swallow whole" and "tunnel through stone and earth" and it has the tags "reach" and "forceful" but there's nothing to near-invincibility. So, the descriptive text of the Purple Worm, in this case, indicates it can create "miles of tunnels" and it has a "tooth-ringed maw" and that it's capable, in some fashion, of eating "homes and villages". ![]()
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