I need to get better at small-picture stuff, like describing individual spaces, actions, and items. My headspace is too closed in around making cool characters and schemes.

Plus pushing dangers in a narrative sense more than a mechanical sense, that's tough.

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I will try to be a little positive and think of some things I did well tonight, though:

* The pacing was reasonably good. I felt like players were engaged most of the time; we managed to do a couple fight kinds of scenes
* I utilized prep to set up and resolve a little plot about a side character that was introduced as a joke
* I didn't describe things using numbers
* I avoided making NPC interactions feel too transcational

I'm also dealing with the most ridic player character I can think of in Inverse World's Sky Dancer.

She can fly at-will, naturally, but also has this move which lets her ask (without rolling the dice!) "is there a trap or ambush here?"

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