Paul Beakley Credit is good. 🙂 I also do consulting work, so if that might help, lmk. I developed that mechanic using emotion mapping and by breaking down the mechanics I was referencing (specifically, Monsterhearts alongside Shadowrun 3e’s damage track). Stripping away moves could be a huge benefit, honestly – that’s why the human roles have like two abilities, while the beast archetypes have no more than 5 powers, and the struggles(1) are restricted based on your form – four for humans, four for beasts. As well, functions like transformation, removal of agency, etc. are important to examine in regards to how they feel, not always how they work.
One of the most important things – I can’t remember if I told Jason Morningstar or not that I clarified this in the text – is that in Turn players never actually lose agency. You always have to the end of the scene to try to deal with a force Turn, and you never “lose control” as a shifter or human. It’s not like, a thing. So how the moves interact with the stress track is really vital – the struggles should influence the stress track but have an option to avoid that, while the stress track should have minimal but vital ways to be reduced, and you need to be able to personally induce stress with the Turn die. Stress literally represents actual stress, not a fictional metric – when you do things that stress you, your body, or your balance out, you have risk of turning.
Dude, I’m sorry, I just think about this literally all the time. This game is 5 years in production and I am getting so much of it written down, and talking about it is sooo good.
(1) (I call them that because people didn’t understand the difference between them and AW moves, and there is a lot of difference – also they are in fact struggles)
Chris Groff Aaron Griffin thank you!