Noob eic/gm here.
Could someone share some examples of and thought processes behind “hard choices” presented as a result of 6- rolls on appropriate moves? I mostly get the concept, but coming up with a compelling choice in the moment has been extremely difficult.
I feel like I remember examples such as allowing the player to accomplish what they wanted with a cost. If I offer this choice and it isn’t taken, what happens? Retcon the fiction so they didn’t do the thing seems problematic. Must I always come up with and offer a dichotomy?
On a separate note, I had an issue last session as a blind character with avatar-like powers wanted to place a fire wall between him and a crowd of mooks with guns. I asked him to defy danger to be able to put up the wall as he was being shot at, and asked how he would avoid that danger. He began talking about an ice wall, so i asked how much water he had available (they’re on a space ship and he specifically addressed a level of this resource management by carrying a large gourd containing earth and water). He then said not enough. He came to the conclusion that his character had no real way to deal with gunfire and grew frustrated. Part of his frustration was being unsure of how realistic v ridiculous in game physics were. I had tried and tried then to communicate that I wanted breaks from realism to happen in character/power design, and then to be as realistic as possible within that framework. I saw it less as realism and more as working from how the powers had been defined in chargen.
Any tips?