5 thoughts on “Hey folks”

  1. Don’t be their enemy. You’re not the game that they’re trying to beat, you’re the dude trying to make interesting things happen around them and to them.

  2. Every roll should have meaning; success on 10+, success with a cost or complication on a 7-9, and and most importantly on a miss something happens. It’s not just “well that didn’t work”, it’s “oh crap, it’s caught on fire and set off the alarms.” If the consequences are not there, let the players be competent and successful and skip the dice. “Tell me how your character makes this look easy.” Remember fiction first. The moves flow from that.

  3. Don’t expect them to know the rules, and don’t overwhelm them with a big rules explanation prior to the game. Do present the rules and moves as they come up during play so players can make informed choices. Do tell the players when they’ve triggered a move, and do encourage them to make moves. Don’t let them think the moves listed on the sheet are the only things their characters can do. Do explain that a 6- doesn’t mean they failed, it means something interesting happens. Don’t play to beat the characters.

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