During a recent playtest, my Whisper complained that it seemed like it was harder for him to gain playbook…

During a recent playtest, my Whisper complained that it seemed like it was harder for him to gain playbook…

During a recent playtest, my Whisper complained that it seemed like it was harder for him to gain playbook advancements than the other playbooks. He argued that the actions other playbooks are rewarded for are more likely than those presented in the Whisper playbook. I pointed out that it was really the group that decided where they went and what they did, and it’s up to him as to what goals he wants to pursue.

Still, he might have a point. Does the Whisper maybe have a harder time gaining playbook advancements because those advancements are more powerful? In other words, is it a balance thing?

In either case, our discussion ended up on a valid point, in that players should be aware that they may discover that they’re playing a character they don’t actually want to play, and shouldn’t feel bad about re-rolling if that’s the case. That’s kind of a broader point when it comes to all roleplaying games, but I still thought it was salient.

12 thoughts on “During a recent playtest, my Whisper complained that it seemed like it was harder for him to gain playbook…”

  1. Yep. I’m playing a Whisper right now and I noticed that, too. I’m actually revising all of the playbook advancement items so they’re a bit more customized to the specific character (having to do with drives, relationships, etc.) and also making them easier to achieve.

  2. My take on this is that player choice of playbook not only inspires their action / effect choice in the game, but also inspires the living breathing ‘in frame’ version of Duskwall itself.

    The world we create is SO different depending on the input each player gives portraying their character. Could you imagine the playtest hangout if Stras had played something other than a Whisper?

    Who by the way hit ALL of his Advancements 🙂

    When I’ve played, I like to get each player to read their advancement goals prior to the choosing the plan type for the score. This tends to encourage a discussion about character drives vs crew aspirations. Its good stuff and gives the character some in-game fuel for their agenda if it gets neglected through play.

  3. Well one of the great things about the quickstart scenario is that it has the basis for all the mechanics present: 

    * At the start you can be in good terms with one faction and in bad terms with the other. Both factions are 2 levels above you, so you can use them to climb the tier scale. 

    * Red Sashes are tied to the Path of Echoes, a highly spiritual religion that is bound to have some ghosts ghosting around.

    * All example scores are made for thieves, to better exploit the crew special abilities and assets. 

    * The factions can be easily tied to the character vices.

    It fits great.

  4. I agree Duamn. Its a brillant kicker.

    I think choice of crew playbook makes a HUGE difference to achieving character goals too.

    John Harper, what crew sheet is your Whisper part of?

  5. We’re playing the quick start, as thieves. It’s going really well.

    I just want the playbook advancements (for all playbooks) to better reflect the things we tend to do during a session. I think you’ll like the new lists.

  6. If the whisper is hanging out with some unused skills, remind the player to use the flashback mechanics a bit more perhaps?

    Flashback to research with cipher, questioning a spirit before the score with attune, or building some advantageous device with tinker. Flashbacks have helped me with my whisper a lot.

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