Allow assets to be set as Strong by the Narrator
I like the idea of Assets, but they tend to be things that will help the heroes' chances. It seems a little off for them to be considered neutral cards. It might be better to either make them special Strength cards that always move things towards a Strong outcome, or to let the Narrator set that as an option when creating an Asset.
(Actually, you could maybe let the Narrator set an Asset as Strong, Neutral, or Weak. The latter, especially when handed directly to a player instead of set on the field, could let them represent things like injuries, perhaps? Though I'm not sure players would be likely to play them if they were Weak.)
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Truman commented
I voted on this long ago (3 votes!) and still hope for it on a regular basis.
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Robert Mohr commented
As an addendum thought...a seriously delayed addendum thought..."injuries" and the like should probably use the model of Goals instead. The advantage of that is that it gives players a concrete reason to play them--getting another wild card after they are complete.
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Tacronicus commented
Agree that this would be a welcome addition to game play.
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Alatnir commented
I'd like to be able to make Assets be Strong or Weak for certain Obstacles. This should be done by narrator when writing/editing the Obstacle. By defaut Assets would be neutral.
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Adam Michaud commented
Allowing Assets to be Strong or Weak can nicely represent temporary attribute gains or losses, or as additional ways of positively or negatively overcoming obstacles, and I would like to see this feature added.
As a rider to this idea, if Strong/Weak Assets are included, there should be a way for the Narrator to take cards from a player (the buff wears off, the injury is healed), to facilitate this.