Thanks Aaron and Paul for the feedback.
We've been playtesting this mechanics quite intensively in the last few months. Definitely the points you made are present, here's how I tried to handle them:
Players trying to use tangential tagsI've been able to easily control the use of tangential tags in all the games I ran with a kind of a straight forward approach that I tried to descibe in the "You as a referee" part of the MC sheets
http://cityofmyst.com/wp-content/uploads/2016/02/City-of-Myst-MC-principles-moves-demo-version.pdf. The one time it got out of hand was when Mitosis got into a fight with a group and all his tags became relevant at once, granting him +5. I still need to work out how to handle that, if at all, because it IS where he is supposed to be the most useful.
Too big a bonus, breaking AEThe second problem, too great a bonus, is managed with:
- Statuses, which are conditions that grant a penalty to all rolls related to them.
- Weakness tags that the player or MC invoke to reduce the bonus (players get XP for that).
So all in all, it ends up being a much more loose range of numbers with more factors affecting it, but the end result almost always stays within the AE range. There is another factor that mitigates the effect:
3. The moves have nastier 7-9 effects so that even high bonuses do not save a character from taking some kind of Status.
Another suggestion A suggestion made by the players was to set
a limit of 3 tags per action (they can still get a greater bonus using positive Statuses). This way, there is not so much a rush for relevant tags, just a quick scan to see if you have 0, 1, 2, or 3 tags. On the other hand, knowing that the max is 3 can drive players to try to max it every time, only increasing the tangential tags issue.
What do you think?