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edgerunner
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You are possibly talking about a move that a player will not want to succeed, hence the need to keep it hidden so the player won't avoid it. That's quite against the grain of *World games'idea of moves.

What I'd suggest is: make the inverse of what you were thinking as a move. This will make the desirable result –having the character do as the player wants– as the result of success and as usual, failure will bring up the opportunity to make hard GM moves against the player, at which point, you can reveal your hidden agenda as desired, without having to incorporate it into the move's description.

For example, the move you have in mind could be something like;

###Pious You deeply revere and fear the wrath of [name your god]. When you must choose between doing what you want and what your god wills roll+WIS. * On a 10+, you surrender to your fate and automatically succeed in whatever your god wills for you. * On a 7–9, the same but there are complications. Choose one:

  • You get hurt in the process. Take 1d8 damage.
  • Your faith is exposed and is noticed by someone important, the GM will tell you who.

*** on a 6-, you do as you want but invoke the wrath of your god.

This is a kind of railroading that takes the agency away from the player, and you have to keep it hidden as you said so the player won't avoid the trigger condition.

A rewrite may do better for keeping the agency with the player.

###Pious You deeply revere and fear the wrath of [name your god]. When you must choose between doing what you want and what your god wills roll+INT. * On a 10+, you manage to do what you want without angering your god. * On a 7–9, the same but the wrath of your god manifests itself. Choose one:

  • You get hurt in the process. Take 1d8 damage.
  • Your lack of faith is exposed and is noticed by someone important, the GM will tell you who.

Notice that there's no definition of a failure here as in all good DW moves. Failure is justified temporary loss of agency, and when that happens, you as GM have the free hand to push the character a bit deeper into the deity's grand scheme.

edgerunner
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