Mischa Krilov
My feedback
28 results found
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202 votes
An error occurred while saving the comment An error occurred while saving the comment Mischa Krilov commentedHad an idea about this. As a hack, the narrator could create "damage items" to give to players. It's not optimal and players have to cooperate.
1-wound is fists, 2-wound is broken bones, 3-wound is gunshots (or whatever) and you can only spend them on a "hospital" challenge.
Mischa Krilov supported this idea ·An error occurred while saving the comment Mischa Krilov commentedYes, there needs to be something to handle player-versus-player conflict. (I'm out of votes.)
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496 votes
We’re going to experiment with this idea during Gamma, along with some related concepts. Thanks for the feedback!
An error occurred while saving the comment Mischa Krilov commented@Adam I think you and I are on the same page- a notification that, say, "Player Xenia has an active draft as of five seconds ago!" or "Player Yorrick is waiting for Player Zuul." would be helpful.
An error occurred while saving the comment Mischa Krilov commentedThere's definite need to notify everyone all round when someone has an active draft- and maybe only the narrator can snooze other players' moves.
An error occurred while saving the comment Mischa Krilov commentedOr "vacation mode."
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75 votes
An error occurred while saving the comment Mischa Krilov commentedSorry, Brian! I tried for a homage to Paranoia.
An error occurred while saving the comment Mischa Krilov commented@J.R. You only trust random subscribers to post pictures? :)
Mischa Krilov supported this idea ·An error occurred while saving the comment Mischa Krilov commentedYes and yes.
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4 votesMischa Krilov shared this idea ·
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90 votes
An error occurred while saving the comment Mischa Krilov commented@Scrow I hear what you're saying, but that's not what I'd expect to happen most often. Flip it on its head: When one character has something to say to another that will greatly impact everyone else's move, ("Why did you kill Mr Body, Professor Plum?") and the narrator wants to make sure that one answer happens first, then the dibs mechanic happens.
An error occurred while saving the comment Mischa Krilov commentedJeff, I've seen the same.
Hmm, enforced turn order implies a rotating start player, which might help to share spotlight time if everyone has a change to go first, or at least first right of refusal.
An error occurred while saving the comment Mischa Krilov commentedScott, yes, very often a free-for-all is nice.
However, I would greatly like to see this implemented ad-hoc so that it can be off or on as needed, maybe even on a per-challenge basis. Surely there's times where the story demands one player should have next dibs.
I'm not advocating a *constant* move order... unless a narrator chooses that.
Mischa Krilov supported this idea ·An error occurred while saving the comment Mischa Krilov commentedPerhaps a "X player has next dibs" enforced option.
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621 votes
We are going to try out something related to these suggestions, probably in the timeframe of Gamma. Thanks for the feedback, everyone!
An error occurred while saving the comment Mischa Krilov commentedI agree there should be a mechanical way to use a relationship. :)
An error occurred while saving the comment Mischa Krilov commentedAny of these options can be just, you know, roleplayed out. Might be simplest if you have a flip card for other characters that you could play as strong/weak/neutral as the scene sees fit.
(This isn't the first case I want cards with variable suits, to be chosen by the player when they are played.)
An error occurred while saving the comment Mischa Krilov commentedRelationships don't have to be symmetrical: Alice loves Bob, but Bob hates Alice.
Mischa Krilov supported this idea · -
950 votes
An error occurred while saving the comment Mischa Krilov commentedHere may be a better example:
Right now, players' avatars appear by their moves. In some games and in some scenes, it makes sense to have an NPC avatar instead of no avatar from the narrator.
Obviously not every NPC merits a photo in every game, but it's a nice option for those narrators that do want to showcase an important character.
An error occurred while saving the comment Mischa Krilov commentedIt's nice to have the visual reminder of the cards to know who's present and important. Named characters versus background extras.
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244 votes
An error occurred while saving the comment Mischa Krilov commentedSo you could have different actors (players) playing the same roles (characters).
An error occurred while saving the comment Mischa Krilov commentedOr even if you have a set of pre-gens you want to run through the same story. (For some reason, a series of Scooby Doo stories popped into my head as the best possible example.)
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49 votesMischa Krilov supported this idea ·
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2 votes
An error occurred while saving the comment Mischa Krilov commentedIt might be better to show a quantity of icons/suits for the cards played instead of colors.
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3 votes
An error occurred while saving the comment Mischa Krilov commentedOooh, I really like the notion of Wilds being choose-your-own suit.
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11 votes
Great suggestions, thanks! We will in the very least have some manner of “NSFW” tagging feature in the near future.
An error occurred while saving the comment Mischa Krilov commentedThere's definitely a happy medium of granularity!
So the narrator would set up the game, and basically say: "I'm expecting/allowing these situations, so don't join if you're not into it."
I like the checkboxes, but you definitely need a NSFW images checkbox over and above a content rating.
An error occurred while saving the comment Mischa Krilov commentedYou don't want to go too far down this rabbit-hole, but I think you need more granularity than SFW/NSFW.
In a different game, we decided that our rating level would be on par with an HBO original series; so perhaps a scale of Daytime/Primetime/Late night/After Hours would be enough of a range.
So optimally, the narrator sets the rating level and the expectations.
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6 votes
An error occurred while saving the comment Mischa Krilov commentedIt would be great if the narrator could decree "Six months pass. Get all your cards back."
Plus, optionally, allow the character to improve.
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4 votesMischa Krilov shared this idea ·
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23 votesMischa Krilov shared this idea ·
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12 votes
Great idea, thanks, we will add it to our list!
An error occurred while saving the comment Mischa Krilov commentedYes indeed! (not spending a vote because this is planned.)
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29 votes
Great feedback, thank you!
An error occurred while saving the comment Mischa Krilov commentedI'm only spending one vote on this, but I mean to spend three.
Mischa Krilov supported this idea · -
56 votes
An error occurred while saving the comment Mischa Krilov commentedI had an earlier suggestion that your Nature card would be a permanent either Strength or Weakness. (Sometimes, it's good to be a werewolf. Sometimes not so much.)
I think a neutral card just steps the game closer to moving past the obstacle. If you were playing more competively, it's a way to shut out other players from shifting the story in an outcome you like. Kind of.
Maybe the player flags the card as what they'd like to use it for and the narrator can agree or kick it to neutral?
Mischa Krilov supported this idea · -
33 votes
FYI, we are still looking at this but the initial Gamma launch will have an evolutionary improvement. New characters will start with:
2 Strength cards
2 wild Strength card
2 Weakness cards
2 wild Weakness cardsThis gives you more flexibility at the start of the game (which you need it the most, because your character is new and not well-developed) without making the character creation process itself more complex.
An error occurred while saving the comment Mischa Krilov commentedQuadruple post!
An error occurred while saving the comment Mischa Krilov commentedApologies if this is a repeat.
My idea is to allow the narrator control over what characters start with. It's possible they might want two Nature cards, or to require four different starting Strengths/Weaknesses, or even unbalanced numbers (3 Strength cards and five Weakness cards), or to start with 2 identical Strengths, one different, and one Wild; or two wild and two constant, etc etc etc.
Does that make more sense?
An error occurred while saving the comment Mischa Krilov commented(Apologies if this comment is duplicated.)
Yes, that explanation makes the refresh rules more clear.
However, a starting character feels a bit like a one-note song with three identical Strengths and three identical weaknesses.
My suggestion is to allow the game creator some flexibility here with the number of cards for a starting charcter- one game it might make sense to have four wilds, another 2 identical - 1 singleton - 1 wild, another might want all four different and you have to earn the wilds.
Does that make sense as an idea?
An error occurred while saving the comment Mischa Krilov commentedThat explanation does help me understand the refresh rules, yes.
But thinking through this, I suggest to allow variance when setting up a a game: If the default is 3 identical + 1 wild, perhaps other choices would be 4 different cards, or 2 identical + 1 different + 1 wild, or 3 different + 1 wild, etc.
Right now, a starting character feels a little like a one-note tune with such a high number of identical cards...
An error occurred while saving the comment Mischa Krilov commentedI'm still learning the mechanics, so that explanation does help.
It still feels like starting characters are a bit one-note with three identical Strengths/Weaknesses.
My suggestion is really that the starting hands could be adjusted by the Narrator- maybe 3+wild, or four wild, or 2+1+wild, or 1+1+1+1, or whatever seems coolest.
Does that make sense?
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31 votes
An error occurred while saving the comment Mischa Krilov commentedWhoops, sorry for the double post.
An error occurred while saving the comment Mischa Krilov commentedYup, I get that you want balance. Might be nice if the narrator could "bank" unused challenge points if needed, or have twice the number of PCs worth of bonus points at the start of the game, maybe get an extra one every two scenes or so.
An error occurred while saving the comment Mischa Krilov commentedThat makes mechanical sense, sure. Any narrator tweak should probably be labeled with your caveat.
But say as a follow-up challenge that's only evident as the fiction unfolds, or if the narrator can "bank" points early for later surprise use... Just a way to bend the requirement a little. :)
Mischa Krilov shared this idea ·
@Declan That certainly works fine, but it would be interesting to have mechanical consequences, right?