Message:"My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death!"
Much depends on the story. All stories should have a start, a middle and the death of the hero (or not).
The ability of the hero defines the challenge. A child's tale has a different Minion and Great Mob than would Beowulf.
Scourge is something that must be ended if you are a hero. Most would placate or become part of the problem (merge with the Scourge).
Critical Insight is the wisdom to know how to proceed. The task is too grand -- what is in my pocket? (Bilbo) Only when you find the simple solution, can the story chapter's conclude.
Critical Deeds are things that need to be completed to continue. When that becomes nearly impossible, your character is caught in a death spiral where you dare not roll more; you have failed.
Critical Problem is defined in the two pages as a series of Critical Insights and Critical Deeds. How many? Depends. Only by playing will you know what temperament each set of players have for reboot. There are no mistakes.
I can dream, so can you. My dreams are no more valid than yours. Both are merely an illusion or a reality from which we both awake.
You will find your path. You already have. You had the truth in you all along. Click your heals and repeat: "There's no place like home." Yet was Dorthy better-off a hero in Oz and the queen of Emerald City, the slayer of the Wicked Witch of the West? I don't know. This is a dollar product (soon to be two), and I do value my time. Convince a hundred people to buy it and I will sell prayer beads with definitive answers written on a grain of rice. "Eat more ovaltine or Use the GM's Guide"?
Yours,
IronRed
29-Sep-2021