![]() The 7-9 option offers a perverse incentive to grab mission pool when you really, really should choose the other options. The player-driven choice always offers the potential for new interaction, often in unexpected directions, especially on a failure.ĪCT UP carries with it the risk of bad trouble, but getting your way is often essential. Rinse, repeat.ĮYEBALL invariably reveals new information, possibly false information. I can't see how I can come up with interesting material for 5 more duty stations and 30 more flights through the dark to bomb something, of which, 50% of them are - Roll wayfinding. Maybe we will figure it out as we go on, but it honestly feels like I've already used my best material, and coming up with new stuff will get harder and harder. Having Players control when they succeed, but putting their characters closer to death with each decision. I also think the game would be better if you could take Marks to improve your rolls, similar to Brindlewood Bay. If more moves were like Tempt Fate, I think the game would run better, and if Tempt Fate was designed similar to the Day Move in Brindlewoodbay, I would like it better. I honestly think the game suffers for the moves being a little too rigidly defined. You take 1 harm for needing to stay up late. And I also find coming up with new believable consequences for acting up is pretty tough. I find the Act Up roll is pretty odd - because if you use it and get a 10+, you basically need to give up your mission pool to actually make the roll a success, which inhibits the mission pool economy. It all ends up being a pretty boring variation on that. The other airmen see you steal something. How many different "You attract unwanted attention"s for a scrounge roll that are original can I come up with on an airbase? The SKVD sees you steal something. I also find coming up with consequences for failure during the Day Phase puts a lot on the GM. ![]() The game wants to encourage players to get into problems in the Day phase, so they can get mission pool to live through the Night phase, but I just think there isn't really a lot of explanation of what to do during the Day phase and a lot of the consequences are repetitive, and there are only so many believable consequences on an airbase, where you sleep next to your plane and fly missions nightly. I think the main issue I am experiencing while running it is understanding what drives play and the mission pool economy, and how tough you push the situations to drive the mission pool economy. r/boardgames - Boardgames that isn't TTRPGs.Hide "Table Troubles"-threads Related Subreddits Hide promo)-threads - (Crowdfunding, Free, Product, Self Promotion) You can discuss these Weekly Free Chat-thread.ĪMA Guide tips if you want to hold an AMA Filters Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.Comments deemed abusive may be removed by moderators. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Crowdfunding posts are limited to one announcement and one reminder across all users. Active members may promote their own content once per week. Limit Self-promotions (please before read before posting). Do not advertise for livestreams, these should go in /r/RPGrecordings. ![]() These posts should be submitted to /r/LFG or similar subs. Do not submit posts looking for players, groups or games. Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules. Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy. Do not incite arguments/flamewars/gatekeeping. Do not link to, request or encourage piracy in any way. Please browse through our rules & FAQ before posting. This community is for meaningful discussions of tabletop/pen & paper RPGs. Wiki RPG Beginner's Guide Playing RPG Online FAQ Game Suggestions RPG Subreddits RPG Discords AMAs RPG of the Month Game Cons
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