David Guenther
My feedback
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178 votes
This is a super interesting idea, thank you for sharing it! We will put it in the mix ideas we’re experimenting with.
David Guenther supported this idea · -
133 votesDavid Guenther supported this idea ·
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8 votes
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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.
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145 votesDavid Guenther supported this idea ·
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63 votesDavid Guenther supported this idea ·
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41 votesDavid Guenther supported this idea ·
I was going to suggest this. I am positive this would be a major improvement. If narrators wish to make cards more specific to a situation than just a general strength or weakness for their style of gameplay, it makes it difficult for the players to use all three in a row in the opening of the game. Additionally, it makes it hard for players to be able to get to the things they need later in the game.
Here are some examples:
Let's say you're making a story where all of the characters are wizards. It'd make sense for several of the strength cards to be different kinds of magic. But, unfortunately, if you wanted to make different spells which the players can 'learn' (I.E. Illumination, fireball, detect magic, heal, speak to ghosts) then every player has to start by picking one spell, and they have to use ONLY that spell (plus one wild spell) three times before they're allowed to pick another one.
Once they've done this process a few times then it becomes fine. Every time they refresh, they can pick a variety of spells from the things they've learned. But even further into the story, when the player has learned five, eight, maybe ten or twelve different spells, they need to 'cycle out' all the things that they have in order to use a spell, even if they have already learned that spell.
This could apply to anything, not just magic. Strength cards should be able to be attributes, magic, robotic addons, special abilities, or anything.
My suggested solution is to have three 'generic' strength and weakness cards, which, like Dave said, can be turned into whatever 'strength' or 'weakness' cards you have 'unlocked' in the story. And whenever you cycle all of them out, you can 'unlock' a new one. And of course, playing all of your sub-plot or goal cards would also allow you to unlock a new card.
Some of the things I've described could be used as asset cards, it's true. But doesn't it make more sense for a character to 'learn' more strengths as they continue playing, instead of just having three specific things they have to use to continue? Doesn't that make it more varied? This new system would not made the old version unusable either, It's really just an expansion. A narrator could set any number of starting strength/weakness cards upon character creation depending on how specific they want their traits to be in their game.