I’m taking this here from @Ben_Bisogno’s “What are your working on” presentation :
First, I want to thank you Ben_Bisogno for presenting the game, and also now I know what Haggadah is.
I read the game and I think the expectation is for the players to be a bit shy, maybe ? Because I find the moves have very open conditions.
“In a scene you may” could be “once per scene”. And even this way, it’s a bit “push button”-ey. I’d expect more specific triggers to not work badly, even for shy new players. Like : For Aaron’s move “If you find yourself advocating for your faith in front of non-believers”. Or for Pharaoh “If you run the risk of civil unrest”, or a tad more pushy “If you lose your composure”. The triggers can serve as prompts, costs, and more important in my eyes, they keep the moves safe from abuse. Of course the triggers themselves are not without flaws, but if you don’t set them 1° it’s not a RPG (JUST KIDDING THERE) and 1° you leave it to the players to find good triggers.
On the same note, contributing “actions” is a bit unclear. Like negotiated scene framing : overall, it will work, but it puts a lot on “Wait wait wait”. Which, I guess, is the point, but maybe you can state : “your character’s actions” is your agency always, but “a whole group of people” or “the environment”, like “The waters of the Nile”‘s actions are typically hard to agree upon. What would happen if Alexis didn’t “fold” and play the environment against her character’s move ? How was that even possible ? It means the player’s denied their move and the character is not redeemed. I, for instance, don’t think that is right or fair : what if I was in Alexis’ seat ? What can players default to if they don’t share the same vision ? So, if you had to detail “actions”, what would that be ? I came up with “ordinary or cannon actions”. Would that work ? I don’t know…
The game is simply edited, and the instructions are clear, to the detail of the W sign for ritualization. And yes, “Wait x3” can go well if everyone behaves : I love how it leads to discussions and fosters and “preserves” meaning and detail in scenes. Only, it’s more negotiating narration and aesthetic than safety, really. I see you make it clear on the game sheet, but it’s not so in the playbooks.