First Run Through: Rough. The language of the way the rules are written, as well as the organization of the Quick-Start feel like they’re trying to go in all sorts of directions and reigning them in is a little bit of a challenge. However, once everyone understands they way they work, then you can flow a lot better.
The effect dice of set up is a confusing thing. So if the On Point: Set Up move is used, he doesn’t roll his effect dice, right? And does his effect dice have to be the same effect as the player who does follow through? Set up was trick guys into an ambush. Follow Through was murder them dead. Trick should be a Finesse effect, and Murder Force. Does the player on Follow Through get the Finesse Dice from the leader or more Force dice?
Murder and Mayhem seem to be interchangeable, as do several other actions. Consolidation seems to be in favor here.
Set up some clocks, they work fine, but I had to remind myself its not just for the one action, it’s for the scenario of the obstacle. A 4 segment clock on unlocking a rusty old gate didn’t complete the Sneaking In clock, so I introduced a set of slimy stairs to navigate. Filled in the last 2 segments. That sound right?
Dangers are interesting and really lend itself to being great catalysts for stress. I’m interested to see how Trauma would work.
Downtime is GREAT. That’s a super great method of setting up future scores in town. So much potential there for running a game.
I’m gonna try this again, with another group maybe, see if I can’t not only explain this easier to them, but now that I have a better grip, run it without so much fear.