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« on: May 19, 2016, 12:43:49 AM »
Oh, okay. That's a very different thing. My advice there is: never think about 'which Threat should I use?' -- just think about what should happen next, using the other tools (Agenda, Principle, MC moves). You should think about who might show up or what might happen or where would be a cool next scene... and then you've already answered your question as to 'which Threat' because you know who is there or where it is, and now you only have one or two Threats at most to keep track of: the ones that are in the scene.
If it is literally a matter of physical organization of paperwork, I suggest one index card per Threat, with the most relevant Threat moves written on it. It should hopefully be pretty straightforward to shuffle through them and select the 1-3 ones that are relevant for the current scene. (This could be adapted to help you with MC moves in general, too: pick a few MC moves that you think that Threat is likely to use as well, and put them on the card. That puts all the likely MC moves for a scene in one place, by focusing them through the Threats.)
As for countdown clocks, my feeling is that those are basically just for Fronts, unless you have a really great idea for a Threat-based one (though even then, probably should only be Threats that are part of Fronts.) I can't imagine running a game with more than two or three countdown clocks running at once -- like one per Front, max, unless I thought of something really cool or clever, in which case I shouldn't have trouble remembering it anyways.
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As to the general 'there are too many moves omg' -- MC moves are there to help you when you don't have any other ideas. Most of the time, you will just think of something to happen next and it will turn out to be very similar to an MC move -- but you don't have to think 'what MC move am I using right now.' You just need to say what happens, using Agenda and Principles. The big list of MC moves is there for when you're stuck -- either stuck in the moment, or stuck repeating the same patterns over and over.
Like, there are lots of MC moves I never think about, because they're part of my natural idea of 'things that happen in apocalypse stories' -- but there are other MC moves that I will almost never think of by myself, because they aren't part of my storytelling habits. So when I am going to MC a game, my only move-related prep is usually going to be picking ONE or MAYBE TWO of those second kind of moves -- and writing myself a reminder to try and use them this one session.
The key is not to worry about all the moves at once, the key is to prep yourself a very small sub-section of the moves for that one session. That way when you are feeling overwhelmed you just look at a list of like, five things, and pick one of those. Instead of a list of 30 things. You don't need to make every MC move in every session, after all -- just spend a little time if you can before the session starts, going over the list of MC/Threat moves, and pick out a few that seem likely to be relevant. Like, 'okay, they're going into the radioactive swamp this session, so 'Separate Them' is probably a good one' -- and then maybe one or two of the Threat moves for the swamp, based on what kind of Landscape it is, and there you go -- a really short list, that can fit on one small piece of paper. If you're not sure where a session is going to go you can prep a few of these -- and don't be afraid to overlap moves. Sometimes I'm just like 'ok, MC, your ONE GOAL this Session is gonna be to Separate Them at least once...' and then I just run the game as best I can and when I'm stuck I'm like 'oh right, Separate them!'