So, something I’ve noticed after a half dozen or so games:
The “what’s the score/what’s the plan” design of a session is really helpful for GMs like me who struggle with “coming up with something interesting” for the players to engage with. It let’s thing jump to the action in a fun way that makes episodic play very accessible.
That said, I’ve also noticed that inter-character and NPC-PC drama tend to fall by by the wayside. While the AW “ensemble cast, shared space, shared hardships” design specifically targets this type of play, the “what’s the score” model has, in my experiences, pushed this mostly off the table. Out of all the sessions I’ve run, precisely zero have ended with someone checking off the “express your character’a flaws, obsessions, etc.” advancement option. Obviously, this isn’t bad, it’s just seems to be geared towards a different style of game.
So, that’s what I’ve seen in my games this far. I’m curious to hear if this experience has resonated with others, or if said character drama has grown out of the “what’s the score” design in your games.