GMs also make moves. They should consider making a move when a player does one of the following things:
- Rolls with Fear on an action roll. - Fails an action roll. - Does something that would have consequences. - Gives them a golden opportunity. - Looks to them for what happens next.
After the GM turn is done, the spotlight goes back to the PCs.
Many adversaries and environments have Fear Features, especially powerful or consequential moves that the GM must spend Fear to activate.
Note: This Fear is in addition to any Fear the GM has previously spent to seize the spotlight or activate another action or ability.