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Well! I do think that by separating moves into the categories, it helps to at least codify what moves would fit into specific scenarios! There is only one move that I've been considering removing ((Inspire)) but beyond that, I do think all the moves are necessary. Its hard! I want to ensure that there are enough moves for specific triggers that I want to be hit. The rest of the book isn't too long, so I hope that helps GMs focus on the moves, but beyond that, it is just hoping. 

Additionally; the table of contents is difficult! I'm not exactly sure what is important to put in there, as chapters 2 and 3 have quite a bit of content, so its matter of figuring out how to organize that.

As for your last question! I'm not sure. Every time I think the game is in a finished state, I realize I want to add another playbook, or downtime action, or mechanic. The game IS nearly done, as it just needs a good editor, but until then! I'll have to see. I do want to keep it under 60 pages, however, for easy readability. 

It does help though it could be argued that once you mix the playbook moves alongside of it, it's kinda difficult to always remember when a move is triggered. (this article talks about it : ). And while you do have a point , perhaps it would be better to make some moves more, general if they're very similiar. 

Well it's simple, you already got the big three chapters, just add under them like chapter 2.4 : Armor , and so on. I think it's just a little awkward how empty it is and a little odd considering you do have distincting chapters with a bigger font, so it's just adding those so that the player can easily say:" Wait which page was the one about armor again? Oh yeah page 18".  Most other books do this.

That's fair enough and I look forward to it.