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(+1)

I have a couple of questions about the rules.

If you fail to Wield a Power, the move says you can suffer 2 strain to achieve the effect anyway. But the extra information below it in the book (pg. 26) says 3 strain. I was wondering which was correct? Does the 3 include the 1 strain for "you're desperate for this to work"? If you didn't spend that, but after the roll failed you decided to push, do you only spend 2 strain total? I could see this going either way, so I could prolly answer myself to match the flavour of our campaign, but I'd like to know the intent.

Also, with Challenge Someone Dangerous, what's the motivation for requiring an audience? Basically, I want to gage what I should do if my player's Godkiller challenges someone without. Do I answer no to the "audience on your side" question, or perhaps does the action lose its divine nature and I fall back to Mortal moves, if any? Or something else?

I hope this design intent discussion is the kind of thing that would be covered in a future non-ashcan version of the game. I'm generally perpetually interested in design decisions, not just as a game designer myself, but also as it helps me wield the rules more effectively and navigate edge cases intelligently. (On that note, I find it interesting that this game, unlike many PbtAs I've played, actively encourages the GM to keep secrets from the player.) Anyway, very keen to see more of this game. :3

(+2)

Hey there! Great questions, and agreed that it's always lovely to know design intentions behind games you enjoy -- it helps me facilitate my sessions as well, as a game master.

For Wield a Power, the 3 strain is a copyediting error, a vestige pre-playtests where it was discovered that 3 is rather punishing and often triggers the Suffer your fifth strain move. So if the player would like to achieve the effect anyway, they'd only have to suffer 2 strain. This would be in addition to marking 1 strain if they're "desperate for this to work"; i.e., you pay the price for 1 strain before making the move, and you can choose to suffer an additional 2 strain if the result is not what you wanted.

For Challenge Someone Dangerous, the motivation was to hit on the themes of Divine Moves being dangerous, obvious, and intense. I wanted to tap into the spectacle of divine conflict. The Mortal Moves about negotiating your relationship with other people (connect with someone, feel someone/something out, etc) are rooted in this intimate, vulnerable tone; the idea is that when you're a mortal, you can resolve things privately, with both of your hearts laid bare. That's less prevalent when you're tapping into godhood. When you challenge someone dangerous, you're not just challenging their abilities, powers, or wits; you're challenging their reputation, what they stand for, their very domain itself. Hence, requiring an audience. For what it's worth (and this is something I'd likely expand upon in the full game!), the audience can be defined however you like, whether it's literal (e.g., a herd of that god's mortal worshipers) or more metaphysical (the eyes of destiny are watching you in this moment). This adjudication has led to some really interesting uses of that move in my own private games and at my playtesting tables!

If there's really no way to involve an audience in triggering that Move, and this is proving to be a point of friction at your table, you are always free to adjudicate the outcome however you like. I'd lean in the direction of "no" to "the audience is on your side" and trigger the Divine Move anyway, just because its resolution can be super juicy to play through. This is all good feedback as I approach finishing my words on the full game.

Finally, re: keeping secrets, it's what I've found to be particularly fruitful at my own tables running GODKILLER as a duet experience! Most other PbtA games involve more than 2 folks bouncing back and forth with ideas, and I discovered quite early on in my playtesting process that if my partner knew everything I did, and/or had complete equal power over what would happen next, it took away a lot of the spontaneous fun of playing for them. They still wanted to discover my plans, thwart my plots, and interrogate my gods with various hidden agendas. This approach does put a larger creative load on the GM, which is something I'm considering deeply as I tackle the full text.

Thanks for the feedback and I hope you've been enjoying playing the game so far! <33

(+1)

Thanks for the answers! And yes, I've since started running it for one of my partners and we're really enjoying the game so far.

We noticed that, though the game implies a gothic fantasy setting, it doesn't necessarily require it. So we're pushing the worldbuilding a bit by making a dark/gothic cyberpunk setting: pockets of corporate dystopia dotted throughout miles of abandoned city with no known borders or plant-life, roamed by electricity beasts and crossed by magic-powered cyberspace. This game's godkiller is a Wronged clown. Formerly zir god was the god of laughter and comedians before a Disney-esque god consumed them and their worshippers employees in a company merger.

It's all very tragic. We're having a great time. :3