So I’m super pumped about this game. I’m getting the hardcover and I can’t wait to give the quick start a spin.

So I’m super pumped about this game. I’m getting the hardcover and I can’t wait to give the quick start a spin.

So I’m super pumped about this game. I’m getting the hardcover and I can’t wait to give the quick start a spin.

I do have a concern about the names of actions. I noticed that every action’s name was a verb. Except for mayhem. I’m an editor and am easily bothered by these things.

I’m not sure what it could be changed for to promote a more parallel structure, or even if it should (mayhem being mayhem and all), but I thought I would still bring it up.

Some questions about items.

Some questions about items.

Some questions about items.

1. Can they have any or all the items on their sheet, so as the Hound, I could carry my Fine Long rifle, pistols and have my pet tagging along.

2. So if I & my pet wanted to murder someone, would the pet add any benefits to the action roll or just +1d to the Force effect?

3. For items like vial and ammunition, is there a limit to the number of uses and once exhausted how do you replace them?

OK, here is a request: I want a squeaky clean setting.

OK, here is a request: I want a squeaky clean setting.

OK, here is a request: I want a squeaky clean setting. Something colorful, nice, light-hearted. Could be Anime-based, pulp, teenage urban fantasy, RomCom, animals, social stuff…. For my taste, the “darkness” is a bit over-represented in the strech unlocks.

Ran my first session with the Quickstart rules.

Ran my first session with the Quickstart rules.

Ran my first session with the Quickstart rules. Smashing success all around. It ended with the Cutter, Hound, and Lurk running out from a quickly mobilizing Red Sash headquarters only to find the job had generated more heat than they were expecting.

John Harper, just backed the KS yesterday, after being pointed at it by Josh McGraw.

John Harper, just backed the KS yesterday, after being pointed at it by Josh McGraw.

John Harper, just backed the KS yesterday, after being pointed at it by Josh McGraw. I finished the QS doc today, and I’m super-excited to play/run the game, now.

Aside from that, I have fallen in love with the idea of Clocks, and I plan to incorporate the mechanic into my regular GM toolbox. Clocks for NPC agendas. Clocks for timers. Clocks for days. It’s a terribly convenient way to track a whole variety of stuff. Thanks. 🙂

Ok ok, I have now sunk 20 dollars into a game I might never play because it looks so cool.  Damn you John Harper !

Ok ok, I have now sunk 20 dollars into a game I might never play because it looks so cool.  Damn you John Harper !

Ok ok, I have now sunk 20 dollars into a game I might never play because it looks so cool.  Damn you John Harper !

Damn you!

So reading the rules it says that you explain the effect of an attack then they player decides to take the effect or…

So reading the rules it says that you explain the effect of an attack then they player decides to take the effect or…

So reading the rules it says that you explain the effect of an attack then they player decides to take the effect or stress to avoid. You have one example in there that is pretty straight forward the Death Vapor scene where its stress or die most everyone will choose stress over death, but in another example you talk about the blade digging a bloody furrow in their ribs which is not inherently lethal. What happens when the player lets the attack happen? The quick start assumes the players are going to stress out to avoid every time. Do they instead take trauma? I get that if take an injury you get a healing clock until you feel better but it seems like something is missing.