D. David D'Guerra
My feedback
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23 votes
An error occurred while saving the comment D. David D'Guerra supported this idea · -
309 votesD. David D'Guerra supported this idea ·
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23 votes
An error occurred while saving the comment D. David D'Guerra commentedPersonally, I often set up a challenge where the outcome is dependent on Asset cards played. So an example, in a group fight that needs 9 cards to be played I note that at least 3 weapons are needed to qualify for a strong outcome. So, even if they finish "strong" but don't use 3 Asset cards, I treat the outcome as a weak one.
An alternative to this is to simply add on, much like the number of cards needed for a challenge, additional "Asset/Goal" boxes. As it is now, I hardly ever see people playing their goal cards or items from their inventory. It's almost easier to think of a weakness or strength in relation to the goal.
I like this, but from the Narrator's side. I like the idea of goals, assets and so on, having a value other than "Neutral" and sometimes I want them to be "Neutral". I don't know how I feel about a player having the ability to assign the value of a card. As it is now I've seen some odd judgement calls about playing an Anti-Social Weakness card on a challenge and hardly being able to justify playing it. I don't think a player should be able to say "Well, my character is a Socipath so his 'Feels Nothing' is still a good thing for the 6th time in this story."