Further Phenomenon Feedback
More Rigid 2 Player Game
The same general issues applied in this game that occurred
in the first game.
It’s probably a bit hard to get the treachery aspect into
play with only two players (the bit where you call on one another’s negative
traits). Since it doesn’t work with four novice players, and it doesn’t really
work with two, it might be time to consider ditching the concept. It’s odd that
the system works fine for FUBAR, but
then again, FUBAR is the kind of game
where treachery and betrayal are established parts of the genre. FUBAR is also the kind of game that
tends to really hit high gear when the elements of gonzo start to manifest.
This game followed a different path to the first one,
focusing more on the war memorial rather than the pit in the middle of the tent
shanty or the mine itself.
Pacing wasn’t really an issue, but while there were three fairly
distinct acts, the game didn’t really differentiate between them. Investigating
the town blended into uncovering the problems and gathering allies, with the
only distinct act change coming when the climactic ritual occurred. We saw dark
justice in this game, and generally it followed the direction taken by the
players in a very different way to the last session. Both were valid ways of
addressing the situation.
Traits became a far
more valuable commodity this time, especially equipment and relationships. In
this game, we also used Wayfarer Markings as additional narrative traits rather
than core traits, and this worked well (it meant that Wayfarers were able to
potentially get extra degrees of success on actions). The change created
something a bit mystical that gave Wayfarers an edge over the community around
them.
Still the issue of not enough narrative traits coming into
play either positively or negatively…and those that did come into play tended
to be very temporary. Perhaps I need to change the nature of traits from the FUBAR paradigm. Instead of “Situational
– Short Term – Long Term – Permanent”, I might need to make traits “One-Off –
Limited Activation – Freely Activated – Permanent”. I don’t know, I still like
the idea that some traits give immediate advantages (or disadvantages) that are
lost once the situation passes. Maybe there needs to be a simple option to give
someone else an advantage, much like the “advantage result” in Star Wars: Edge of Empire. This way a
player can choose to get something they can keep for a potential benefit in the
long run, they can give an assist to their team (extra trait to all members of
their team, or penalty to all opposition). Not sure…needs further thought.
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