Yeah, at the moment the Infernal's darkest self (which I know Joe's adjusting) seems to be going for the horror of being an automaton, of being an observer watching yourself doing horrible things that you know you're going to have to be held accountable for later. And that's different from being the agent of destruction that other Darkest Selves are.
Hmm. Some ideas that have just occurred to me while I've been typing this; the Infernal could:
+ gain the power to create Pacts with other people in the town, becoming an Infernal power herself, and having to live up to those ends of the bargains
+ get power from taking peoples' Souls
+ unleash little bits of Hell in their community - possessions, portals, escaped demons. Each time the Infernal's Darkest Self gets triggered, the setting gets a little more chaotic and demonic.
---
Some final bullet-points ...
In both games, we agreed that the language for the Manipulate move needed to be worded more clearly. This specifically applies to the "if it's another player's character" section', which felt like it needed more specific pronouns and to have the subject of the sentence spelled out ... something like this:
if it's another player's character, on a 10+, apply both options from the following list. on a 7-9, choose one: if the person you're trying to manipulate does what you want, they mark experience; if they don't, they need to try to keep it together.
---
We had a weird little thing happen in our first session. Brooklyn (a PC) rolled 10+ to manipulate Brann (a PC). Brann refused to be manipulated, so he rolled to
try to keep it together. There were two things about this that felt odd:
1. When Brann rolled 10+ on his keep it together check, it felt anti-climactic.
2. Going from the Manipulate move to the Keep it together move, it felt like we didn't really engage with the fiction. It felt like the rules were demanding that we engage the mechanics immediately, without doing any role-playing.
Related to this, another odd thing. This whole Brooklyn vs. Brann scene was fantastic and was really firing on all of the supernatural romance cylinders as they argued about the ethics of casting a hex on the Mortal. But during this argument, it sometimes felt like the Moves were applying a handbrake to the fascinating conflicts that were getting role-played out between the players.
Why bother to roll to keep it together when Alasdair is roleplaying out how Brooklyn is acting suspiciously? Why bother to roll to manipulate when Luke has instantly decided that Brann is going to spill all his secrets about having hexed the Mortal?
There were points in the game where the psychology, emotions and life of the scene were so interesting that the Moves were just a distraction. So there were two or three times where I didn't insist on Moves: sure, it felt like I was cheating to not apply them, but the scene had already moved on into interesting directions.
I'm not sure if the rules currently address this type of tension: whether applying the Moves is optional when players are swept up in the drama and are just letting loose with all of their emotions and secrets. It seems like something that'd happen quite often in play.
---
The Ghoul's hunger was also a little odd. In our second game, the hunger was for secrets. The Ghoul's Darkest Self got triggered and he needed to feed with an all consuming hunger (for secrets). Obviously we had to decide what that looked like, ... but we also had to decide whether it caused Harm.
So my queston is: does the process of feeding always cause Harm?
For the purposes of bringing our game to a climax, we decided that the process of feeding on secrets was usually passive (I'm eavesdropping), but when the hunger is all-consuming the Ghoul became like a Dementor in Harry Potter, actually draining the secrets out of someone ... and we rolled the Lash Out move.
Maybe it's an idea to spell some of this out in the Ghoul's playbook?
---
Like I said in my first post, we had two excellent games, I had fun running it (and found it pretty damn easy and intuitive), and there are now at least a couple of other people keen to run Monsterhearts at other conventions as a result of these games.
Hope these notes are useful!