GM Turn: GM presents obstacle; players overcome obstacle in some way. Repeat. Possibly repeat twice more.
If skill failed: Either [ul]
[li]a condition is marked (essentially, damage to character(s)) †[/li][li]a twist (extra encounter/obstacle) †[/li][li]force a different approach to the problem (you failed… now what)[/li][/ul]
†: you still achieve the intent in these cases, but at the expense of the damage or twist.
Player turn:
Players in turn get to act, narrating until such point as a roll is needed. At whcih point the task is framed, the Ob is set, and the player gets to narrate just the element of success, or the GM the element of failure. Repeat until out of checks.
Note: finishing the GM turn grants everyone one free “Trait Check”
Healing i the Player turn is cheaper than in the GM Turn.
Cycles of Reward & Punishment:
Artha (Caled Rewards in MG) - Fate and Persona for playing beliefs, instincts, and accomplishing goals, and for MVP, workhorse, and embodiment.
Trait Checks: use your traits against yourself (yes, to make your own rolls less easy) during the GM Turn in order to be able to make more rolls in the player turn. Spend them to recharge traits for benefit to self, or for healing, during the GM turn, or save them for making rolls in the player turn
Skill Gains: Succeed and Fail enough times, and the skill goes up. Since failure is REQUIRED, players start thinking about when to fail.
Annual Cycle: The four seasons, with trait votes in the winter (after any winter mission, but before the player turn), and a non-trait-check limited player turn.
Experience: As characters get more experienced, they are able to take more penalties comfortably, and thus gain more checks, and thus get more “free time” to pursue their own agendas.
Feel
MG has a decidedly different feel to BE. (I’ve not yet run a real session of BW/BWR, but have run BE.) Rolls in the GM turn are slightly more intense, since they almost always have consequences, AND players need failures despite the consequences; they are less potentially devastating, however, since the scope is more imited for failure options. (More drama, less fear.)
Conflict is faster, both for DoW and Combat, due to fewer options to script, thus easier to memorize interactions, and thus also faster resolution. Conflict also serves nicely as a resisted extended test mechanic for just about any skill that can be said to be resisted.
Intent is as important, perhaps a bit more important… due to actually achieving intent more often, the twists can hang on how the intent can backfire just as much as other “fits the WWAM! Model” twists.