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michael woods

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  1. 1 vote
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    michael woods commented  · 

    Play multiple instances of the Asset, if it's an option. Or, in your Scene narrative make it clear that an certain Asset is meant for a specific Character. Make the mechanics of the system work for you. Narrative and Cards work in tandem.

  2. 6 votes
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    michael woods supported this idea  · 
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    michael woods commented  · 

    Yes, this would be great in some cases. That fits with many genres of storytelling, especially pulp action and superhero. Two Challenges: Master Villain (5 points) and Run Away Car (1 point). Captain Super Guy plays his Super-Strength card on the run away car challenge and the Master Villain Challenge. Stopping the car, Captain Super Guy lifts it and hurls it at Master Villain, who now has 4 points remaining.

    I like this idea.

  3. 5 votes
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    michael woods commented  · 

    You could use a Wild Strength Card for the Item, especially if that item offers positive outcomes to a challenge. As an example, He-Man's sword is a magical item, plus, you can pretty much guarantee he'll use that sword in nearly every scene. That's obviously one of He-Man's Strengths.

    On the downside of that, I would hate to use my first stack of Strength Cards on the sword.

  4. 30 votes
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    under review  ·  6 comments  ·  General  ·  Admin →
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    michael woods supported this idea  · 
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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.

  5. 153 votes
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    19 comments  ·  General  ·  Admin →
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    michael woods supported this idea  · 
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    michael woods commented  · 

    @Dave Yes, this. I'm not much for hit point systems but I do like when players use injuries as narrative elements. There should be a way to give cards that imply Setbacks, Consequences, and Injuries. And, I would like these cards to have some mechanical effect on play. Perhaps the narrator can choose the effect based on the card.

    Maybe a Setback card limits the number of Strength cards a player might have access to for X number of rounds. A Consequence card might effect the outcome of a Subplot card or something. Injury cards act as an additional Weakness card. Personally, I think Asset cards, when played alongside Strength cards should add toward a Strong Outcome on a challenge. Maybe Injury Cards would work in the same fashion with Weakness Cards.

    Or, you know, something like that.

  6. 950 votes
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    under review  ·  32 comments  ·  General  ·  Admin →
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    michael woods supported this idea  · 
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    michael woods commented  · 

    Basically, there needs to be a new option for Narrators. Continue Scene functions for setting up additional challenges but it would nice to have an 'NPC Talk' option. The Narrator clicks that link and a secondary menu opens allowing the Narrator to Choose an NPC, Create an NPC, or Edit an NPC. Once that's done a dialogue box opens. This text, when completed, essentially continues the scene but, additionally, it adds the NPC card to the header.

    Just an idea.

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