Power to the players!

I'll bew testing the subsystem out tonight, I'll give you feedback in a near future ^_^ My crew is built from 4 people of very varied levels of experience, and I'm playing in a wacky, ironic and dark humour-laden setting loosely based off "The Spoils" (Best trading card game ever)

If this goes well, I'll try it in my "less" beer and pretzel game (although for some reason, I'm surrounded with people who refuse to drink. Admirable, but a beer every now and then ain't too bad, anyhoo)

News to come, folks!

For the Feng Shui system, I've thought about simply using a narrativist system, but my players aren't interested in running two different systems at once. Plus, I really just want a hint of narrativism, but I want them to be able to use it whenever they want.

I love the matrix idea... mmmh...
 

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Giving out points means its a resource to be managed. You're implicitly saying there's a good time to seize control, and a bad time. You're telling the players to be frugal with their narrative control.

Agreed (mostly). You ought to save the points for a situation in which the narrative changes provide a tangible benefit to the players, i.e. they are losing a difficult fight, and all of a sudden an unexpected ally shows up. Make these points a reward for players making narrative additions which don't drastically benefit them.
 

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