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