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Designing Moves: Triggers Versus Effects

Moves in any “Powered by the Apocalypse” game have two main components: the trigger, and the effect. “When you do X” is the trigger, and “then Y happens” is the effect. For the moves to work well, they have to snowball, meaning that every move needs to lead to a change in the fiction that will then lead to another move shortly down the road. If a move, through its trigger and its effect, fails to ...
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