Some musings based on my most recent play experience.
I think the resist roll would be better served as 3, 2, or 1 stress to resist based on 1-3, 4-5, 6+. Five seems like too much, and 0 seems like too little.
For time clocks, I had one with 4 segments that terminated in too much attention, and another 2 segments that would add +1 heat to the heist each. So, once the clock was full, there were two more segments with an additional cost. I can think of other applications of this that could be interesting. Like a fight where consequences are nonlethal for the first four segments, and lethal for the last two, so you want to jump over those two and get them all at once to get a KO before the fight gets nasty.
For fights and dangerous activities, I’ve got a practice that’s increasingly comfortable for me where I say “every round this clock is not filled you will need to resist a consequence.” That is in addition to any rolled complications. So, while you’re in the fight you’re getting hit (or at least put in harm’s way) until the fight is over, even if you roll a 6 or a critical success. I really like how that feels. Complications are in addition to that.
That could apply to walking along a slippery ledge, brazenly infiltrating a bluecoat station, and other situations where danger is RIGHT THERE every round until a clock is finished.
There is an imbalance between teamwork and individuals acting independently to fill a clock. With teamwork you can’t add much, just extra dice; you’re limited to what one roll can do. With individual rolls, you can add up segments much faster. Each individual action fills a minimum of 1 segment, after all, and is less likely to add stress than a team action.
So, team actions in my game tend to focus on when the group has to move together. For everything else, different approaches with individual actions because that fills out the clock much faster.
I really like my gang rules for one-offs, or even campaigns where you don’t care to build an empire but instead want to play heists.
I am unmoving in my conviction that stress clears differently at my table. You clear 4 stress per downtime action, -1 per Trauma taken. Clean, neat, easy, and gets them right back into the game. If they only got 2 back per downtime action, some of the characters would have had to overindulge to play the second heist in my latest session. It just feels wrong to me. But that’s cool, everybody else, carry on. I’ve argued this out in two threads, and this isn’t intended to start that up again. =)
More world building, about the nature of hollows and whispers and so forth. I’ll probably get into that later. Things like a whisper hydra, the kite theory, uses for electroplasm, and rituals on the fly.
My thanks to Nigel Clarke, Charlie Vick, Adam Goldberg, and Brad Elliott for a great game!