We left off after finishing character creation, jumping into the GM section. It starts off giving generic GM advice and out of nowhere:
At this point I should note that the mechanics, despite occasionally using gay names (big dyke energy >_>) arn't really lesbian at all. There isn't really anything inherently queer about anything so far, they've used male characters in the examples and that whole "any pronouns you use are valid" thing from above. In two or three classes there is some vague things about society and rules keeping you from being your true self or whatever, but there was that explicit command earlier in the game to make sure that whatever group they're protecting has the same values as the PCs. All the queer stuff just feels like a gimmick, a coat of paint to try and get the gaybucks. So the GM section is the one chance they have to make it actually gay somehow. Otherwise, its only gay if everyone decides to make a gay character. Anyone genuinely interested in this game is
probably going to do that, but it really isn't different from any other game where you can decide your character's sexuality (read all of them).
Anyway, the only other GM advice that brakes out of generic is "leave room for your feelings", ask them how they feel and give them time to roleplay all the mood swings the game is constantly forcing on them.
GM moves arn't rolled. Instead, they're things that are chosen when the player rolls under a 6. Or whenever a strong enemy gets a Condition (which you give while fighting them). Or just arbitrarily when the GM feels like it. It suggests the players who failed the roll should feel the main brunt of their failure, though this can be hurting someone they like. It also suggests making the player's relationships complicated by pitting their goals against each other for cheap drama. Fun!
There are only four mechanical GM moves. Take a String away. Apply a Condition. Make them Stagger. Offer EXP to do something then give them a Condition if they don't. There is a longer list of narrative GM moves that are basically just a GM being a GM and saying "things happen!". Like at least a dozen. Each only gets a single line and you'd have to take some time to introduce each element, which will probably get annoying if you take the game's advice to do class-focused moves. For example one of the Nature Witch's suggestions is "Betray Their Foolish Trust". So now you have to introduce a character, have them bond with the party (and especially the Nature Witch) long enough to form trust, then have them betray the party while still having the bad guy be "appealing and relatable" despite screwing your dudes over. That's going to take a lot more time and effort than the move suggests. Others are basically the old "Paladin Trap" where you put the characters who follow rules into situations where they have to break the rules, because players love that! Mostly they're all just creating cheap drama rather than say...moving the story forward.
In battle the GM moves for the bad guys getting a Condition all have vaguely narrative effects that could possibly work, but it does highlight something I failed to notice earlier in that a badguy who is Afraid, Hopeless, and Insecure isn't really intimidating in the least. The example they used for villains getting conditions was a Darth Vadar clone getting angry after he got hit by a laser sword, and it did what they wanted it to thematically. A second hit would have made him either get scared, feel insecure, guilty, or hopeless and... that doesn't really work at all. It comes across as silly to have your BBEG get emotional after getting shot a couple of times. Back to mechanics, the more crunchy ones are things like calling for backup and making the battlefield more dangerous (probably necessitating the Avoid Danger roll). Others dictate bad guy behavior, like start attacking innocent bystanders or calling out the PCs. None of them are really a deterrent to giving the bad guy Conditions.
It goes on to advice for specific story elements. Each has about a paragraph, but there isn't really any useful advice in them. Its mostly "This thing? Maybe use it." "Maybe make love triangles", "Maybe put obstacles to peoples relationships! Maybe do mystery and intrigue! Maybe make revolution story!" Hang on, revolution story actually has some support. They must really like this one.
Social commentary everyone! "Invasion" gets a similar GM move bar for eeeeevil invaders or subversive elements in your society! I'm pretty sure you're supposed to make the Tyrannical Authority lovable and relatable according to past advice, so be sure to have a justification ready for why you're adversaries are unleashing bioweapons and abducting opponents to make an example of them. And have a second explanation ready for when your woke friends ask you to explain why you're trying to justify genocide.
Last story element is Utopia. Maybe have one.
From there we get to Tone. Have less danger and dangerous rolls to get a lighter tone. Have more to get a darker tone. This takes two pages. It has examples at least.
The section on "narrative positioning" is kinda confusing. Its basically saying that the GM sets the stage and can let the players do things if they want to do things. "Do not tell the wheelchair user (or anyone else) that their wheelchair-using sword lesbian can’t duel as well as any other character." Maybe put a penalty on or have them roll if the thing they want to do would be hard. Don't let them do weird things with NPCs.
Countdowns sound like actual crunch advice! Reveal a threat when a player rolls low, then check boxes off on each failure until the threat happens unless they do something to stop it.
Using entertainment media for propaganda? How'd they come up with that one?
Next on the List of Lists is Structure of Play, a step list for how to run a session. Step one: Introduce the game or do a recap of last session. It works for anime. Step 2: GM takes Strings for NPCs as mentioned way back when. Step 3: PCs do things. Step 4: PCs do more things. Step 5: Make a climax or cliffhanger if you're out of time. Step 6: Give everyone EXP. Step 7: Think about what you did. The explanation for this one is almost the size of all the other steps combined.
How many sessions should you have? However many feel right. Two paragraphs to say that.
Pacing suggestions depend on how many sessions you're going to play. Short games should have fast pacing. Long games can have slower pacing. Full page.
Sometimes people roll bad a bunch. Sometimes people succeed a bunch. Maybe do something if they're failing or succeeding too much.
Finally there is a 4 page example of play, ending the GM section. This uses some of the ongoing characters from the examples, it starts out with Reevon from the last image I posted. Its been a while since I've seen four pages worth of Zirs. I hope I never will again. A second PC is Smitten with them for no real reason, and a third PC offers Emotional support by offering to help Zir ghost haunt said PC if they die in the dramatic duel. This is supposed to be an example of Emotional Support failing and it doesn't get rolled, just rejected.
The bad guys show up! What is clearly the badguy comes up at threatens the protagonist! And it gets...X-carded. The bad guy called them "Xenos" and that is a slur and how dare you. The shitlord GM asks them why they X-carded and they respond. It does a great job illustrating how overly sensitive players can ruin dramatic moments, but I don't think that is what it is supposed to do. GM rewinds this horrible moment that will scar the poor player for life and tones it down. Now the player wants the bad guy to start a fight with them, so they roll the Figure Her Out, succeed, and have the GM drop information in their lap. Is it getting repetitive if I said under a decent system the player would decide how they wanted to start a fight and then roll to see if it worked? Yes? Fine, back to the example. Turns out the bad guy is gay for the Imperial Princess so insulting her will start a fight. The player states how relatable this is, because you can't spell storytelling without telling (and I guess this does mean you are actually supposed to make the Evil Empire of Racism and Genocide relatable? I kinda thought they just didn't consider the implications.). Player is about to start a fight when a second PC comes and drags them off, using a String to do so, to do "gay stuff".
Now the first PC wants to get the Princess together with Gay Badguy to end the Empire's evil homophobia. The two PCs hug and roll Emotional Support for real this time. It fails. They allow the dice to decide how their characters feel, and get a condition. So they decide to use a Ghost Teleportation move and demonstrate the kinda success with it. They end up in the Princess's bedroom, and ghosts attack her. So they decide to call Ze from earlier and the example ends.
Next is Campaigns and Characters. Maybe they arn't too lazy to write a setting after all? Find out next time.