>Good/useful relationships:
Is it problematic? Do questions naturally arise in my mind when I look at a line between two nodes? Does it look unbreakable and how seriously do I or they take that? Ambiguity bad, specificity good, but what I mean by that is that a specifically ambiguous relationship is fine. What is not is when the player and I aren’t solid on what the line represents.
I’m decoding my own intuition and habits here so I’m probably missing something important. I’ll keep thinking.
> Enough: Mostly the canary in the coal mine is to spot the characters who aren’t tightly bound into the situation. The PC or NPC with just one link.
> Use: I use it to remind myself of what each of the players probably already knows (because they have bonds or relationships or whatever). Or to remind myself of the history that’s passed between them. Or to look for scene ideas at the start of a session: weak triangles, connections boiling with questions. Or to remember all the elements in play so I can create surprising or interesting combinations of elements. That last one is great in my Space Wurm v Moonicorn game because of the fronts-oriented structure. It was also good in Urban Shadows for remembering who all was tied to which faction.