chancels
My feedback
10 results found
-
17 voteschancels supported this idea ·
An error occurred while saving the comment -
19 voteschancels supported this idea ·chancels shared this idea ·
-
8 votes
Interesting idea, thanks for the suggestion!
chancels supported this idea · -
26 votes
Thanks very much for that thoughtful feedback. This is one of the key mechanisms we are evaluating in this playtest, so it’s great to hear what you think about it.
The idea behind this mechanism is the “winner gets to narrate” model encourages people to play more cards sooner and make moves faster, so as to win control more often. Essentially, it’s a carrot to motivate people to “play harder”. And since playing your cards gets you closer to getting new cards, it is always a good thing to do it, even when you don’t end up winning the challenge.
Now, whether or not this is all actually true — and effective — remains to be seen. We’re keeping a close eye on it and will keep your feedback in mind for sure! Stay tuned…
chancels supported this idea · -
76 votes
Thanks for the suggestion, we’ll put this on our list…
chancels supported this idea · -
16 votes
Currently, any card in play is visible to everyone, and each characters’ cards are visible to everyone. The only cards that are “private” are the ones that the narrator holds in their hand.
We’ve toyed with various ideas for making some information “secret”. This is a good addition that we will put into the mix, thank you.
chancels supported this idea · -
369 voteschancels supported this idea ·
-
621 votes
We are going to try out something related to these suggestions, probably in the timeframe of Gamma. Thanks for the feedback, everyone!
chancels supported this idea · -
695 voteschancels supported this idea ·
-
950 voteschancels supported this idea ·
Sometimes, through their own narrations in strong or weak results, a character will become injured, lose something, or encounter a setback of some sort. I've thought about using Assets to represent these problems, but that would just be giving them an advantage, and they would never need to use the card if they didn't want to. Perhaps, if a player has an active Penalty card, he or she cannot play more than 2 cards in a scene until he or she plays the Penalty card in question. Playing the card would then require him or her to address it in some way in their move.