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This is going to sound like a very stupid question but I have to ask it, mainly since I'm from a more gamist background with some sprinklings of PbtA.

How do Mask Moves work, some of them enable a playbook to specifically attack, like the Chariot, and others provide various means of ending conflicts, like the Fool. But what's to stop the Fool just using their "Make an opponent surrender" against every single enemy they come across? Or the Chariot from using "KO an opponent"? And what about the ones that don't have an overtly offensive Move, how do they function within a fight?

I'm aware this is probably caused by unfamiliarity with the system as opposed to anything else, I just wanna hash it out before I present this to my group. 

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From the Dream Askew/Dream Apart book (the games that the belonging outside belonging system are based on): "Making a move means taking the prompt and running with it, letting it guide what you say next and how you play your character. The move might point toward an outcome, but know that what happens next may still surprise you."

Because this is a diceless game, moves are used entirely through roleplay.  There is nothing preventing a Fool character from using the "Make an opponent surrender" move as many times as they want—I wanted Mask Moves to feel a bit overpowered, since it adds to the sense of strength players should have when in The Reversal.  But the move isn't just something you say "I use this move" and move on; they are prompts to help you shape the story.  How do you make the opponent surrender? How does that help you? What does that opponent do in response? Do they give you information or do they run away?

Moves can be used however you interpret them, too.  A Lovers character could use the "Put up an impenetrable shield" move to trap an opponent instead of protect an ally or an Emperor character could use "Wake someone to the bigger picture" to make an opponent realize that fighting the party is useless.  It's all based in roleplay, so what's important really is using the moves to craft a story that feels good to be playing.

Beyond that, the most important thing about Mask Moves is that your characters can only use them in The Reversal.  The magical power of a Mask can't be used in reality; there, your characters are just normal people.  So a Chariot character can't just "KO an enemy" if they get into a fight in the street, for example.

I hope this helps!  I know roleplay-only/diceless systems can seem a bit daunting at first to players who are used to rolling dice, but it's sometimes easier to think of it as everyone collaborating together to play out a story.  Any failure or success is something you choose to happen in order to tell a more interesting story, rather than something that happens to you as a result of something out of your control, like a poor dice roll.  

If this only introduced more questions, let me know and I'll do my best to clarify!

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I'll be sure to hit you up if I have more questions, that's for sure! But first of all, I want to say thank you for getting back to be so quickly, and for making this game. It's like a godsend for me, not just for running a Persona-type game, which I've wanted to do for ages, but also providing a framework where I actually get to PLAY in a Persona game, thanks to how the system works.