What of moves on a failed roll... Good idea/bad idea?
Separate them, Capture, put in spot, inflict harm, take away stuff, make them buy, tell them possible consequence and ask, turn move back on them . . . or any Cruel Fortune that GM can do whenever they like, failure seems like a good time to bring it.
vs, the Poison'd rules say, fail or succeed to no advantage, but if a fight is in the making the GM can bring it. One is mostly blocking (i.e., . . . to no advantage) the other is making failure interesting. Thoughts?
If PC vs PC action fails to emerge, then PC-NPC-PC triangles seems good.
Or NPC with motivations in opposition to ambitions, seem good. Which seem best?