Here’s a thing I’m doing with Actions in the “How to Play” chapter. Let me know what you think!
Here’s a thing I’m doing with Actions in the “How to Play” chapter. Let me know what you think!
Here’s a thing I’m doing with Actions in the “How to Play” chapter. Let me know what you think!
Like it – makes things much more clear. The examples are definitely a win.
Digging it. Definitely showcases how to use the system clearer.
The questions remind me of AW run right. The explanations are informative without being too exhaustive. The in-fiction examples work well on both mechanical and ‘tone’ levels.
This! I love this: “The ‘ghost field’ is somewhat ambiguous, by design”.
I wish more rulebooks would be honest like that, more transparent in where the game procedures are rigid and where the group has space to define.
Let me just leap onto the bandwagon here and add my +1 to the pile. This is brilliantly useful stuff and will be of much help.
The examples are on point. You cannot have enough examples. That makes things infinitely clearer. The attune description reminds me of the Weird ability to Open Your Mind. Love it! Keep them coming!
This stuff is awesome. More please!
You know how I feel about this sort of thing. This is good stuff.
Learn by example is great. Thanks!
This is so good.
Agreed, this is brilliant. Also, as I told Brendan Conway regarding Masks, however many examples you think are sufficient, add about 50% more.
Yeah, looks good!
At first I thought a page per skill would be overkill, but i think it adds so much to have those consequence examples. Great work!
This makes me very happy. I do better with some clear examples. I like a base that I can jump off of.
It’d be extra spice if there was an ‘icon’ for each action, something that identifies with the intent of the text – a symbol, a thug’s profile perhaps,.
Yeah, the ‘do you resist or endure duress?’ consequences are GOLD.
Using other mechanics that tie in to the examples is win win too (clocks for example).
Thanks John!
I think the Hard coding of ‘GM Questions’ needs to be made explicit in the Rules at every available opportunity. I’m so glad they are Front and centre at the start of the action description.
Its the questions that spur on the fiction. Its such an important GM responsibility in playing to find out and most definitely a learned skill, so examples and suggested questions are always welcome 🙂
The clarifications on Attune are particularly helpful! Thanks so much for this!
John Harper Honest to god, man, you’re setting a new standard for indy game design but also presentation of the material.
Blaze Azelski The Clock is on the players character sheet now though…. Maybe the difference Is three steps filled in vs none?
Blaze Azelski
The difference is in whether or not the player gets what they want (in this case, 6 Coin).
Yeah, what Ben said. In the 1-3 case, the PC doesn’t get what they want, they just get in trouble.
Ben Morgan Very right! I thought the difference was that the consequence was worse for the 1-3, but it was just that they failed to get what they wanted. I continue my trend of being wrong. Thanks!
Blaze Azelski it’s good feedback! Those results could be written so the difference is more clear. Thanks.
John Harper Very cool! Hope to see more and soon 🙂 please? :)))
Huh. So we’re getting a Quickstart v7?
I like the Action descriptions.
Man…this is amazing (and also super helpful)!
I will try to emulate your sense of presentation for my own stuff, John Harper! (The operative word being “try”, but hey.)
Love it, this’ll be a huge help — especially for actions that aren’t necessarily as intuitive to players, like Attune.
Jerry Sköld​ Cool! Emulating styles you like is a great way to level up design skills.
So cool. Im really looking forward to the full release. Any estimates on when that will be?
This is some excellent stuff John. Not only are we getting more insights into how the actions work, but also, into the world itself.
Really good, but maybe change the gm questions from “what do hope will happen” to “what do you want to happen,” to me it feels more concrete in terms of asking the player to declare intent. Also more in the moment and in character. Idk your call