I have some reflections on the game after my session last night.
I have some reflections on the game after my session last night.
One is, this idea is super-fun and I’m glad I got it to the table at last.
https://plus.google.com/115462175177465088519/posts/GaBxckA8M3S
Let’s talk rules for a minute.
Any doubts I had are gone, on how great it is merging the action and effect roll. It’s smooth, intuitive, and good stuff altogether.
I’m not sure if this is right, but I ruled that when one person takes a point of stress to grant another person +1d, then the helping character doesn’t need to make a roll to be a part of a group action.
For example, if a whisper is using Attune to get through a spooky environment while damping the signature of life force that attracts ghosts, someone could spend 1 stress and contribute +1d to the ghost and not have to roll to see if the whisper takes stress for leading the action or not.
Is that right? I welcome other thoughts. It was a really nice way for non-skilled people to help out and not make the leader more vulnerable to failure; automatic stress, yes, but helping the whole group.
Previously I had been sort of willfully ignorant in using fine quality items, letting them grant +1 on the action roll rather than +1 effect. The main reason for this was because there is only an effect if there is a clock to fill, otherwise the action roll does it all. So your fine equipment does not help at all for a simple roll, and that’s awful.
I think it might be cool to let the player choose whether they grant +1d on the roll or +1 effect. With multiple items that could apply, perhaps one of each. (Like a whisper with a spirit mask, and a signet ring of the ghost in question.)
I miss rolling for heat. I miss rolling for the development.
I was skeptical of entanglement at the beginning of the mission, but it was fun for the mission where they snuck in; the nobleman got home two days early, and they had to scramble. =)
I like getting two actions for downtime instead of free actions and an optional action.
For my games, I am inverting the vice/trauma. You clear stress with 4 dice with 0 trauma, -1d per point of trauma. It really helped us get stress cleared so we could do two heists in one session, and it creates a penalty for gaining trauma instead of a bonus.
I hope this feedback is helpful.