Some of these moments for me were when a game didn’t do something for me, but it happened anyway. I think about the Promethean: the Created game I ran years back, where something really unlikely, really marginal happened, and we rolled with it, and the entire game was marked by that moment, and better for it—and since then I started thinking about what would later be articulated in AW so well: Make [the World of Darkness] seem real; Make the players’ characters’ lives not boring; Play to find out what happens; Always say what your prep demands; Always say what honesty demands. I did those things, and the game was better, but the game didn’t make me say it, and I started to feel the absence. About two years after that, AW came out, and told me to do those things, and supported me, and the cycle completed.

I guess, to summarize, that moment taught me about irrevocability, and the value in it.