Aaron Berger​ sorry, lost track of this question!

Pacing-wise Torchbearer is glacial compared to Space Wurm vs Moonicorn, both in terms of fiction experienced and in handling time. SWvM is all about hitting fictional highlights and going to the dice a lot, quickly. Sagas is kind of in the middle, not hitting the dice as much because there are fewer move triggers and mostly just talking through scenes. Torchbearer is like the movie where the camera zooms in on the beads of sweat and the dilated pupils.

The BW-style die pool building procedure is, I think, a very deliberate process. You have to think through every option at your disposal, and there are often many of them. They’re also different in TB than BW, so we keep catching ourselves looking for FoRKs or forgetting about Wises. But that deliberation creates a very specific feel at the table. It took me a session or two to not feel antsy about how slooooow it feels, and get to the point where I’m okay with it not being about zooming through lots of story-stuff.

Re twist/condition management: sometimes it’s hard! When it is, that is a tiny lesson to me that it probably should have just been a Good Idea (which, taking those tiny lessons into account, I’m getting better at). I think the balance of Good Ideas, Twists, and Conditions is where the real craft of running Torchbearer lies. I’m getting there, but sometimes I screw up. I also feel like, maybe, the layers of structural obfuscation (too many individual game states for me to keep in my head) make it so I can’t bring too much of my own pacing desires into play. Mostly I just inflict a condition if a twist doesn’t come immediately to mind, but that is occasionally even worse than a twist.