Autocad, mi amigo...you got a Workspace option to provide.<br/><br/>Soon as we get Zephy up to speed I'll decide on a jump point and then we're off to the races!<br/><br/>A couple somethings that've come up in the other game, largely because of my fumbling about, is how we should handle the Moves/Skills.  Hopefully this will make sense:<br/><br/>1.  Remember that you do not have to end every post with a Move/Skill*, especially if it's a downtime scene when characters are just shootin' the bull or attending to other business.  If you want me to prompt you until we're all used to this, I will!  In general, though, if you establish a Move happening in your post, it's gonna happen.  And if you want to get the mechanical effect, you gotta establish it.  If I ask 'how do you do that?', this is what I'm looking for.<br/><br/>2.  If you think you have established a Move, make the roll and post it as spoiler text.  I may ask a few questions to make sure we're on the same page, and sometimes I may ask you to hold that roll for later or decide that a different stat or move is in play.<br/><br/>2a. Combat moves are a bit tricky.  You're resolving the entire engagement, not just a few shots or the first swing.  So there will be some back and forth for a few posts before final resolution happens.<br/><br/>3.  GM questions in italics will be prompts.  I will do this a lot.  A lot a lot.  This is one way in which you get to exert creative control!<br/><br/>* The ONE thing about these rules that drives me nuts is that every other PbtA game uses the same term for all Moves.  UW uses Skills for what are, basically, playbook Moves.  It's confusing.