I´ve been thinking some more about strings, and how often you use them. They seem to be a really potent and importent part of the rules and the setting- and I´m just thinking that their usefullness i related to the number of NPCs in the campaign. If you throw in a big number of NPCs, as in AW, you have Strings on maybe 2-5 % of everyone involved.
If there are fewer NPCs the strings get to be more importent. So maybe you should write something about how to use and look upon NPCs- with the Strings it seems like NPCs are more precious to the MC and the players. Every string/ NPC counts- it´s unfun to loose a NPC when you have gained two strings on him.
I´m also thinking about the first session. Maybe it wouldn´t hurt to distribute more strings in the beginning to get things rolling. Like- you could have three "free" strings to distribute in the first session- but for every string gained, someone gaines a string on you. So you get the economy rolling.
You also establish relationships and power in the school really fast and hands-on.
What do you think?
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Has anybody else tried the MH-rules?
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I have also been thinking a lot about inventing more powerful moves for the characters to gain after the fifth improvment- but these moves gotta be learned in game- and they cost you strings to the teacher
Like: the feary gains the power to freeze time, to walk in peoples dreams, to charm etc (typical feary things)
The ghoul get´s some of the powerful-fighting moves from AW
The witch- I don´t know yet...
Maybe this is a bad idea?
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Nils