My group has played about 5 sessions.

My group has played about 5 sessions.

My group has played about 5 sessions. We’re really enjoying the playbooks and have been able to build a very cool world using the game.

One take away I’m feeling from GMing this versus other PbtA is that some of the moves feel too forgiving or easy. Usually it’s the choose 2/3 moves.

For example in AW a 10+ gets you everything you want, while a 7-9 is a success, though you might wish you could have had more. In The Veil I’ve found that a 7-9 gets you everything you could have ever wanted (and sometimes more), while a 10+ my players often have a hard time choosing a third option because two was plenty. Ducking away from trouble with divert and neutralizing a threat with a 3-4 harm weapon are obvious examples.

On the one hand I don’t mind my players feeling like super heroes, on the other hand, even super heroes have to make tough choices. Anyone else feeling this way, or am I missing something?