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GM Soft Moves and Hard Moves

 Soft Moves: — Warn or Signal Consequences.  They give players a hint or warning about what's coming next. — Offer Player Agency.  Allow players the chance to respond, avoid, or prepare before something actually happens. — Build Tension.  Increase suspense and anticipation by setting the scene or showing looming threats. — Set Up Hard Moves.  Foreshadow or lead into hard moves if players ignore or fail to act on the warning. — Are Narrative, Not Punitive.  Focus on describing the fiction and guiding the story rather than punishing or imposing damage/effects. — Can Be Environmental, Social, or Combat-Related.  Can be clues, NPC reactions, or changing terrain. — Keep the Story Moving.  Maintain flow and momentum, encouraging players to engage actively with the unfolding situation. Hard Moves: — Happen immediately-no setup or soft warning. — Push the fiction in a decisive way. — Create new problems or escalate existing ones. — Respect player agency b...

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