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...