Allow assets to serve as Strong or Weak toward a challenge outcome
Sometime it doesn't make sense for an Asset to be neutral towards the outcome of a challenge. If you're trying to kill someone, for example, using a Gun asset seems like it would be awfully helpful. Or if you're trying to cover a long distance quickly, it seems odd that a Car asset would only be neutral. On the other side of things, if the challenge is to take care of some guards while attracting as little attention as possible, using a grenade would definitely take care of the guards, but it would also make a lot of noise and attraction attention, which could be reflected well in a Weak outcome.
The narrator should be able to specify when they create a challenge that certain assets will count as Weak or Strong for that challenge.
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Anonymous commented
Essentially, I would like for narrators to be able to create assets that tilt strong or weak, affecting the outcomes.
For example, a cursed sword that lets you kill your foe, but pay a terrible price, or a lucky bullet.
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Stefan commented
I like the idea of assets, but I'm missing them truly affecting the narrative.
I think it would be nice to give out assets that can be used as strong or weak point towards a challenge.
For example, characters tried to get some information out of a source, but got betrayed. Now they are given the asset "false information" that, when played, will move the outcome closer to a weak one.
Likewise, strong-moving assets would be a nice addition on top of the neutral kind that is already in the game. -
Wesley Obenshain commented
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michael woods commented
By definition, an asset is a useful and desirable thing or quality. It's my opinion that Asset cards should be a positive addition to the character. Assets should be played as +1 bonuses toward a Strong Outcome.
On the flip side of that, I feel the Narrator should be able to add Setback Cards on a Challenge, essentially adding an extra Challenge Point during play based on Narrative.
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Justin commented
Playing assets tend to move a goal towards neutral/weak outcomes. But those assets may in fact be very important towards that goal and would definitely point it towards a strong outcome.
When playing neutral cards give the player the ability to mark it as strong or weak towards any given goal.
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Sam Doebler commented
For example, I would like to give a player a "Poisoned" asset after getting stung by a scorpion but obviously don't want it to count towards success when attempting a challenge. Is there a way to do this?