Posted July 31, 2025 by TroyPress
tl;dr: The July update to the Player’s Guide replaces the Extra Time bonus die with an Inner Strength bonus die and refines a few moves based on the experience of running two campaigns and a one-shot this month.
Players were reluctant to use the Extra Time bonus die, because it gave the GM an opportunity to Jump Cutand advance threats. It’s been replaced with Inner Strength: "Can you tap into the balance of your inner conflict? Describe how it helps with the task at hand (e.g., 'I’m Investigating and tapping into my inner conflict of Trust vs. Paranoia by methodically reviewing all the logs, looking for anything suspicious or out of place')."
This works really well in one-shots, since it gives players a reason besides XP to lean into their inner conflict.
One playtester mentioned that they were confused about the ramifications of selecting an inner conflict during character creation, so I added two more paragraphs describing how it works in play.<ins></ins>
Minor edits:
Reflecting how many times we’ve played now, the move edits this month were all very minor tweaks or clarifications:
Illustration credit: Public domain, May 1950 cover illustration to Amazing Stories.