Another thing I need to think about is paring down some of the mechanics. The entire card-based NPC generation sounded fun on paper, but in practice it was clunky, hard to keep track of and didn't really add anything to the experience. This would mean rewriting some of the moves, the Gloom and Skinjacker in particular, but considering that we're considering adding more stuff for players to juggle, making some of the other stuff less cluttered might be a nice idea.
Spending Creep also might need less crunch to it - assigning limits to what's supposed to be weird ghost mojo feels a little stilted, whereas in-test last time, a situation came up where the Ripper's pet chainsaw gained a temporary supercharge by using the 'Drain Creep' aspect of the Traumatize move. It was a nice twist to the scene, it had a mechanical benefit (+1 to whatever Bert did next), and it was entirely organic without needing resource management.
Basically, I'm starting to think that rather than treating Creep like a resource that can be stockpiled, it could be simpler to treat it as a Surplus/Satisfied/Want balance.
You roll +Eerie at the start of the session. On a 10+ you've got Surplus. On a 7-9 you're okay, but you could be better. On a Miss you're going to start suffering if you don't feed.
Then, when you're in-game, you can declare 'I'm going to use my mojo to...' and then tell the MC what you want to do. The bigger the request, the more the player puts at stake, the more they have to gain and lose, so it's not a safe bet. That way Creep becomes a scarcer, but much more fluid and useful resource, without the need to stockpile it for future events.
Problem is, it winds up sounding a lot like the Influence move, which steps on another mechanic.
BLAAAAAAARGH this is hard.