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brainstorming & development / Re: Star World
« on: December 27, 2012, 11:47:26 PM »
The new harm move has worked out really well.
First, it means the MC only has to determine what kind of damage is headed toward the PCs. That makes for a lot less bookkeeping for a game that has plenty of tech and fiddly bits.
Each playbook has slots where players can put the conditions they get. If you can't fill a minor spot, you have to upgrade to a major spot, etc. That worked well to fictionally describe the danger, and the player-facing part of it worked beautifully.
The biggest problem we've had so far is that the original moves were still a bit lethal for the fiction. We've toned them down since then. :)
First, it means the MC only has to determine what kind of damage is headed toward the PCs. That makes for a lot less bookkeeping for a game that has plenty of tech and fiddly bits.
Each playbook has slots where players can put the conditions they get. If you can't fill a minor spot, you have to upgrade to a major spot, etc. That worked well to fictionally describe the danger, and the player-facing part of it worked beautifully.
The biggest problem we've had so far is that the original moves were still a bit lethal for the fiction. We've toned them down since then. :)