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Sean's Picks of the Week (0911-0915) - Heroes Will Rise Week!
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<blockquote data-quote="lyle.spade" data-source="post: 7724177" data-attributes="member: 30042"><p>I can see where it could feel that way. I don't use the tokens that way, usually. What I've found is that the first flip to black - when the threat is nearby for the first time - serves the same purpose as, in a movie or tv show, of awareness of the horror by the audience, but not the characters. Our enjoyment is heightened because of the increase in tension, and I've found that well-timed flips like that, as meta signals, add to the excitement and tension at the table for the players, who know that something's coming at their characters.</p><p></p><p>I also like that activating the Art requires a flip, as it makes clear the question of whether or not the Art is just dabbling with darkness and trying to make good of it. I've explained that to players as a story element, but having it create a mechanical challenge for them, or at least a potential one, and also being the use of a limited resource (light tokens) at any given moment in time, drives home the idea at the table, and in a very tangible way.</p><p></p><p>I use Chill sometimes as a side game or during breaks in a longer campaign. It's led to some very successful convention sessions for me, too, over the last two years.</p></blockquote><p></p>
[QUOTE="lyle.spade, post: 7724177, member: 30042"] I can see where it could feel that way. I don't use the tokens that way, usually. What I've found is that the first flip to black - when the threat is nearby for the first time - serves the same purpose as, in a movie or tv show, of awareness of the horror by the audience, but not the characters. Our enjoyment is heightened because of the increase in tension, and I've found that well-timed flips like that, as meta signals, add to the excitement and tension at the table for the players, who know that something's coming at their characters. I also like that activating the Art requires a flip, as it makes clear the question of whether or not the Art is just dabbling with darkness and trying to make good of it. I've explained that to players as a story element, but having it create a mechanical challenge for them, or at least a potential one, and also being the use of a limited resource (light tokens) at any given moment in time, drives home the idea at the table, and in a very tangible way. I use Chill sometimes as a side game or during breaks in a longer campaign. It's led to some very successful convention sessions for me, too, over the last two years. [/QUOTE]
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Sean's Picks of the Week (0911-0915) - Heroes Will Rise Week!
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