What are you holding

His Majesty the Worm · p.182

Open source p.182

There is one question that helps inform your adjudication of all other player actions: “What do you have in your hands right now?” This is the most important question in your GM tool kit. Anything an adventurer attempts might be hampered or helped by the answer.

Example the first

Player: Can I climb the wall here and look over it?

GM: Well, the wall is made of crumbling brick, so sure, it would be easy. What are you carrying?

Player: I'll leave my sword and shield on the ground.

GM: OK. So, you prop your sword and shield against the wall and start climbing the wall?

Example the second

Player: OK, I want to try and pick the lock on the weird door with the face.

GM: Who has the light source? (A variation on “What's in your hands?”)

Player 2: I do. I'm standing guard by the first room to make sure nobody ambushes us.

GM: If you're trying to pick the lock but your light source is at the cavern's opening, you basically can't see what you're doing. That'll be disfavor for sure.

Player 3: I'll pull out my torch and light it off of Player 2's and stand near the locked door to provide light.

GM: OK, that works. Test fate with Pentacles.

The fiction of what an adventurer is holding gives you immediate context for the rest of the scene.