*10+, 7-9, 6- moves. With many of the moves having player facing options on the 7-9.
*snowballing
*specific genre interpretation
*rules for retiring characters
*pacing that ends campaign after 8-10 sessions (advanced basic moves in AW eventually lead to things being wrapped up. Monsterheart’s idea of seasons is my favorite.)
*specific procedure for the GM (when to talk / style of move)
*specific procedure for the 1st session
*doomsday clocks and fronts
*fiction triggers