5 thoughts on “Ok, on GMing.”

  1. I sometimes — but don’t always — make them take a condition when resulting from a Hard Move, and Take a Blow when resulting from a Soft Move. More often, I deal out a condition for “normal” harm, and sometimes — for really bad shit — I’ll have them mark a condition and roll to take a powerful blow.

  2. Pacing. Taking a powerful blue takes longer and puts a bigger spotlight on the character, so often it’s about deciding whether that’s appropriate.

  3. I’ve only been running a short time but I’ve only been using “take a blow” when it’s been telegraphed and the character is fictionally actually taking a big hit. On the other hand, I’ve been in a game where it was used pretty regularly in ordinary fights.

    I also (heresy!) roll for “take a blow” myself to save time, since otherwise you waste a turn and every turn is precious in play-by-post.

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