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<blockquote data-quote="Manbearcat" data-source="post: 7906599" data-attributes="member: 6696971"><p>Just saw this thread. It’s filled with great advice that I can only reiterate.</p><p></p><p>Dog head just linked the PBP I ran on here with a few I game with IRL as a tutorial for folks. OP, if you’d like, read that and ask specific questions about moments of play and I can give you the skinny on the play architecture and mental headspace of the particular moment of play.</p><p></p><p>Or just watch games run online by proficient participants.</p><p></p><p>Sum total:</p><p></p><p>- Cast a Spell always is a move which requires resolution.</p><p></p><p>- There should only be one “Fighter”.</p><p></p><p>- Your soft moves need to be much more dynamic in both their fictional inputs/setups (you need to stop thinking from such a tightly restricted, physics causal chain perspective) and in what they threaten/portend. Hard choices mean “hard”...not trivial, not reflexively intuitive.</p><p></p><p>- Your hard moves/follow-throughs clearly need to be more punishing and much more diverse as well.</p><p></p><p>And finally, this game is not about GM Force or “unprincipled/arbitrary fiat.” Not even close as all of the machinery of a game run true actively pushes back against both of those things.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7906599, member: 6696971"] Just saw this thread. It’s filled with great advice that I can only reiterate. Dog head just linked the PBP I ran on here with a few I game with IRL as a tutorial for folks. OP, if you’d like, read that and ask specific questions about moments of play and I can give you the skinny on the play architecture and mental headspace of the particular moment of play. Or just watch games run online by proficient participants. Sum total: - Cast a Spell always is a move which requires resolution. - There should only be one “Fighter”. - Your soft moves need to be much more dynamic in both their fictional inputs/setups (you need to stop thinking from such a tightly restricted, physics causal chain perspective) and in what they threaten/portend. Hard choices mean “hard”...not trivial, not reflexively intuitive. - Your hard moves/follow-throughs clearly need to be more punishing and much more diverse as well. And finally, this game is not about GM Force or “unprincipled/arbitrary fiat.” Not even close as all of the machinery of a game run true actively pushes back against both of those things. [/QUOTE]
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