All right, I have a group of three players organised. All of them are interested in the genre and happy to play a three hour session.
I've googled 'rainiest place in New Zealand' and come up with Te Anau, a small town right next to the Fiordland national park (a mountainous rainforest with lots of lakes and inlets).
I'm writing up player handouts that contain all the moves, rules for Strings, and rules for experience.
I'm also writing up a GM reminder sheet. I've grouped the moves into categories that seem related, like this:
+ after every single move, ask: “what do you do?”
+ tell them the possible consequences and ask.
+ herald the abyss.
+ announce off-screen badness.
+ announce future badness.
+ leap to the worst possible conclusion.
+ expose a dangerous secret to the wrong person.
+ separate them.
+ put them together.
+ turn their move back on them.
+ inflict harm (as established).
+ make them pay a price.
+ trigger their Darkest Self.
+ build up some coals.
+ start a flame.
I put 'herald the abyss' up so high, because that seems like a really useful move to keep playing in the context of this one shot.
Now I'm thinking about examples of darkness to blanket the world in:
+ People keep going missing in the national park
+ a burned-down building where a murder took place
+ a persistant rainstorm that drowns out all conversation
+ a forest clearing where the trees are strung up with bones and runestones
+ an extremely proactive Abyss that wants to show you how to get what you need
Thinking ...