![]() ![]() It also gets confusing in that the huge number of Keeper moves can cover almost anything that could happen.but not quite. * Do Keepers generally actually bother making a "move" every time they say something significant? It seems like the system is designed around that, but having to ponder that out every step of the way seems like it would really slow things down. "When its your turn in the conversation" doesn't make a lot of sense. * I find it very confusing when the Keepers should be performing 'moves'. * At a high level, can anyone provide any advice on what I need to unlearn from traditional RPGs for playing MotW? Like, what I should do differently in MotW than a regular RPG? I tried asking these over on RPGG, but got pretty mixed responses - a lot of people giving opposite opinions! But I'm being pretty stumped with running it. The character archetypes are all very cool, and making characters is fun. I've run three games, but I feel more like I'm forcing the system to act like a traditional RPG that I'm used to than actually taking advantage of it. Unfortunately, MotW isn't really helping with that. I'm got a lot of experience with traditional RPGs and freeform roleplaying, but the more 'narrative' RPGs are still a mystery to me. I recently got a copy of Monster of the Week. ![]()
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