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I'd like to ask you about the scene setter as adversary idea. Do you mean that it would be a better game if the person in charge of the scene sets up a more direct threat for the scene? Do you think it would be useful to offer a guideline in a sidebar to that effect?
I'm uncertain about stripping away the character from the player setting the scene. Can you elaborate why characterisation from the scene-setter detracted from the experience of play? Perhaps you felt that the game lacked opposition? Do you think that more aggressive guidelines for scene Objectives would offer that opposition? Or was it that the scene-setter felt like he had an ambiguous role, and couldn't reconcile the coop-versus divide? I'd really like to understand this better. Your perspective is fresh and useful. I'd like to figure out what about the scene setting bothered the play experience exactly, so that I can understand better why you would push for more adversity from one of the players.
Did you find that the scene-setter was the only one to call Challenges, or did everyone pitch in with a Challenge from time to time?
Did you fail many Challenges (as a group)?
Did you use Rest scenes?
If you didn't see any of that in action, then I've made the game too easy.
By the way, 15 dice high? What? Are you 100% sure? If so, you hold the new in-game record. Do you have a photo?
Maybe some sort of timer racking up the heat would help create more of a sense of urgency.
I think it would be cool if more than one PC could take part in a challenge – two players rolling dice simultaneously would be quite funny. And would solve the not getting to roll much situation.
Flaws didn't seem to come into the game much – I never really got to be sadistic ?. We all chose complementary flaws and talents - perhaps these could be amalgamated?
Story pips – are they really needed? We made every checkpoint in the minimum three challenges, quite comfortably. I dunno, you could just have X challenges per checkpoint to simplify the game – maybe even each surviving PC needs to attempt at least one challenge.
Joe Prince:
Flaws didn't seem to come into the game much – I never really got to be sadistic ?. We all chose complementary flaws and talents - perhaps these could be amalgamated?
Sebastian Hickey:
A Page 1, columns 1 & 2 -> Setup (building a Frame and creating characters)
B Page 1, column 3 -> Story Pips (info on how to use them)
C Page 1, column 3 -> Target (die results during a Challenge)
D Page 1, column 3 -> Handicap (when to upgrade to Expert level)
E Page 2, column 1 -> New Scene (how to choose a new scene)
F Page 2, column 2 -> During play (how to use Applause, Extras and Howabout)
G Page 2, column 3 -> Guide (explanation of how to use the Target during a Challenge)
H Page 2, column 3 -> Violence (how to incorporate Violence into the narration)
Sebastian Hickey:...I'd like to understand what hindered the urgency/tension in the game. Surely it was because players, at some point, were scratching their arses and wondering what to do next? Do you think that guidelines can fix this issue? I mean, shouldn't the game mechanics fix it?
In summary, what was the experience, do you think, that gave some of the group the feeling that they could dawdle around and do whatever they wanted? What kind of input from the group could have stopped that? What could I do to incentivise that input?
That's an incentive and when stuck the mechanics tell you what to do.
And how about a lull roll, when a player feels a scene has hit a lull he can roll a d10, rolling lower than the heat stack allows him to add a D6. You can't roll again until someone else does.
I'm cautious because I use a similar mechanic in the majority of my games and I've found trad gamers verrry slow to pick up on it.
It would be cool if you could hold a number of pips less than the current heat and choose how many to gamble on a challenge and spend them for other stuff like lowering the heat, temporarily impairing other PCs and...(you should probably ignore this).
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