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« on: December 16, 2011, 09:51:59 AM »
I played this for about two hours last night. My son, Garrett (who's seventeen) and played with me the whole time and my daughter Kivi (ten) got to play for twenty minutes or so between homework and bed time.
It was fun, but a little slow. And it felt more like a board game in which we'd illustrate what happened with a tiny vingnette of a story and these kind of strung together into a narrative. Not very RPish.
The game doesn't include any payoff for preventing neighbors (NPCs) from all becoming blood enemies yet -- so that needs some development.
The central resolution mechanic is much more interesting than I first thought. There are some traps; like when I had only four failure tokens in my cup which is too few to add a success token each turn and then I'd fail to weather a storm and have to add two failure tokens and things kept feeling like I'd be destined to fail for a while -- but I could have appeased the spirits with offerings, and I didn't. The interactions of the various ways in which the contents of your cup change creates an amazingly complex graph. Garrett really liked that. And it occurs to me that it's available for interesting permutation through technology and custom advances.
Garrett thinks the environmental moves are either too frequent or too overwhelmingly negative. He kind of has a point, but I do also want it to represent challenges to recreational living.
I added a pear tree to the game and then gathered samples and on a soft hit, I found wood. Then I invented a technology that allowed for gathering wood at trees (gather one bit on a soft hit and three on a hard) and made the move public. My advance from that was decreasing the negative effects of starvation by one and I added one bubble to my xp track.
Garrett gathered wood and invented spear-making technology (convert two bits of wood into a spear) and eventually made that public so that he could invent spear-hunting (draw an extra token when hunting, which makes soft hits way more common and the extremes way less). His advance was a Gungan slave who gives him an extra move each turn but increases his food requirements by two pieces and his sleeping space requirement by one. We added three bubbles to his xp track for that.
We all got at least one thing from the four(?) times that the Lucky Strike environmental move happened and I used the gem I found to invent gem-mining but didn't get beyond that through study to doing something with them. Kivi lost her found fur and Garrett lost his found plant to failed study. Something cool about Lucky Strike is that I drew a token each time it came up if my cup was crappy, knowing that I wouldn't get a goody, but happy to have it consume one of my failure tokens. Garrett saved his up to make sure he'd likely get something out of it.
What kinds of examples are you thinking of that I might want to include?