Turning of age/wonder mechanics:
I have a quemment about the fortune/trial mechanical effects. Both lists give interesting fiction seeds that include positive and negative mechanics (gain a new move, etc). But the mechanical effects are very similar on either list. This undercuts the importance of making a roll, other than to provide story seeds.
Was this an intentional choice to prevent individual players from falling behind? Would it break the economy to bump both sides up a bit? For example the second option in both turning of age lists give “take a move from their playbook, but they get 2-treaty on you.” Could we make the Trial 3-treaty and the Fortune 1-treaty?