I just bought one of these to stamp out my clocks during play.

I just bought one of these to stamp out my clocks during play.

I just bought one of these to stamp out my clocks during play.

Can’t wait to use it this week. Props FTW.

http://www.craftyindividuals.co.uk/rubber-stamps-c1/individual-collage-stamps-c5/crafty-individuals-ci-354-roman-numerals-clock-face-art-rubber-stamp-85mm-x-90mm-p158

Each playbook gets its own list of special abilities, its own gear, its own things to do for advancement, and its…

Each playbook gets its own list of special abilities, its own gear, its own things to do for advancement, and its…

Each playbook gets its own list of special abilities, its own gear, its own things to do for advancement, and its own list of [adjective] friends.

Plus Cutters get different thresholds for item slots and encumbrance.

Huh. I like it, but it strikes me as a little odd. It’s a very specific thing that, unlike most other things, other playbooks can’t ever get and have no equivalent. I’d rather see it as a special ability, one that all Cutters get, and then have everyone else get some minor ability that comes with the playbook. Or something. It just seems like a stand-out oddity of the Cutter playbook.

John Harper Any chance of getting a one sentence description of each of the factions in the faction “ladder”?

John Harper Any chance of getting a one sentence description of each of the factions in the faction “ladder”?

John Harper Any chance of getting a one sentence description of each of the factions in the faction “ladder”?  We’re doing character generation and starting our quickstart game on Thursday.  I can certainly wing it, but having even a very brief descritpion would give me something to riff off of.

Regarding the Design I noticed that it strongly suggest as a GM to never tell ones player “No”.

Regarding the Design I noticed that it strongly suggest as a GM to never tell ones player “No”.

Regarding the Design I noticed that it strongly suggest as a GM to never tell ones player “No”. I do see the reasoning and understand why it is important. Not only is it empowering the players but it does as well help to further the collective process of creating the narrative.

As I started reading the Quickstart, I am not fully done as I am kinda slow in regards of reading PDFs, I noticed at page 17 that it explicitly states that the player may say “No. That doesn’t happen. I take the stress.” which is described as empowering, boldly so.

It did occur to me that it is empowering the player by letting them shut down input regarding the narrative from the GM. Though it doesn’t come across as empowering the GM her-/himself. Actually for a small frightful moment it occurred to me that the GM may have to deal with an awful lot of “No”s and with his suggestions to the narrative been shot down.

Is it a conscious choice in regards of the game design towards the player who takes the GM position? Maybe there’s some compensation for the player of the GM for it?

It won’t bug me as much that I wouldn’t GM it, and its not meant as some harsh or even hard criticism, it just struck me as curious. ^^

Title

Title

Just an idea, I’d like to know if it could work.

Let’s say I have ten friends . Each of them is a different character , but they all decide to be part of the same crew .

Now , one evening maybe there are some friends , and we decided to play a score .

The next evening , with different friends , we make another score . This way you could keep tied to the same crew and the same game different players and allow a game in the long run , independently of the availability of all the friends for each night .

Would it work ?

Another question, more just curiosity.

Another question, more just curiosity.

Another question, more just curiosity.  I really enjoyed hearing about how all the different bits of mechanics evolved.  I’m curious about the separation of actions and effects and what you might say about how it came about and what it brings to the game.  At first blush it reminds me of a verb and noun spell system.  No begging pretty please for an answer to this one, I understand you’re really busy working on all of this.  🙂

Just wanted to say I’ve pledged at $20 and I think the quickstart is already giving me good value for money.

Just wanted to say I’ve pledged at $20 and I think the quickstart is already giving me good value for money.

Just wanted to say I’ve pledged at $20 and I think the quickstart is already giving me good value for money. Loving what I am seeing and am considering running this game at a gathering this weekend.

Any advice that you would give for a group who are seasoned table top RPers but who don’t have experience with this kind of system?