As I prep for my aetherpunk superhero convention game, I am thinking about setting/house rules. After listening the the recernt Dungeon Master of None "GMing Daggerheart" podcast, I am considering a rule that lets a player who is completely out of Hope to gain one Hope in exchange for giving me a Fear. The podcast pointed out rightly that totally running out of Hope can feel bad for players, and especially in a supers game, it seems a potential problem.
Thoughts?
Why not a general ability like the community ones that all players get as a frame mechanic? “Heroes Surge: Once per session when you have no Hope and roll with Fear, you can gain one Hope” or something. Limits it, but helps them climb out of the Fear spiral.
Another option could be doing Hope donations? “In it Together: Spend 1 Hope and Mark 1 Stress to give your ally the hope to carry on - they gain a Hope.”