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<blockquote data-quote="oneshot" data-source="post: 7715419" data-attributes="member: 61634"><p>I get where you're coming from, Aramis. I really do. I think our point of disagreement lies here:</p><p></p><p></p><p></p><p>In my experience with my group, it's very, very rare that the momentum generated does not balance the threat that is created. And within those rare unbalanced sessions, it's far more likely to be a surplus of unused momentum, as the system is designed to generate far more momentum than it does complications. But when the metacurrencies didn't balance (in either direction), my group didn't think much of it either way, as finishing with unspent resources is just how games with metacurrency end more often than not. </p><p></p><p>The other safety valve is that vast majority of threat is generated by player choice. Most threat is generated by the PCs through immediate spends. I would say that NPC saved momentum is a distant second, with threat used to buy off complications dead last on the list. Thus, for most of the game, the player's have the strategic choice to trade current difficulty for future difficulty, which adds a nice level of tactical play that my primarily gamist group appreciates.</p><p></p><p>Again, I would agree with you that the system is unbalanced if I ended even a quarter or an eighth of my sessions with a large pile of threat. But in reality I would estimate based on my play experience, if you had a weekly game, you'd end a session with significant unspent threat at most maybe 2-3 times out of the 52-session year. That's not bad, all things considered. Any game with dice at the core of the resolution mechanic is going to have outlier sessions now and again. But I can understand different players and groups will have different tolerances for that sort of thing.</p><p></p><p>The other difference I think is this: rather than considering the mechanics as a feeback loop, I'm looking at it as more of a range of die outcomes: great (2 successes), good (one success), bad (no success), and very bad (a complication). Good is the statistically most common outcome out of those dice rolls, and great is far more common than very bad, so I find it to be not only a fun mechanic to use but also a great improvement over a simply binary "pass/fail" mechanic. But as with everything game related, your individual mileage will vary, as this game isn't for everyone. My group loves the game as much as you group apparently dislikes it.</p></blockquote><p></p>
[QUOTE="oneshot, post: 7715419, member: 61634"] I get where you're coming from, Aramis. I really do. I think our point of disagreement lies here: In my experience with my group, it's very, very rare that the momentum generated does not balance the threat that is created. And within those rare unbalanced sessions, it's far more likely to be a surplus of unused momentum, as the system is designed to generate far more momentum than it does complications. But when the metacurrencies didn't balance (in either direction), my group didn't think much of it either way, as finishing with unspent resources is just how games with metacurrency end more often than not. The other safety valve is that vast majority of threat is generated by player choice. Most threat is generated by the PCs through immediate spends. I would say that NPC saved momentum is a distant second, with threat used to buy off complications dead last on the list. Thus, for most of the game, the player's have the strategic choice to trade current difficulty for future difficulty, which adds a nice level of tactical play that my primarily gamist group appreciates. Again, I would agree with you that the system is unbalanced if I ended even a quarter or an eighth of my sessions with a large pile of threat. But in reality I would estimate based on my play experience, if you had a weekly game, you'd end a session with significant unspent threat at most maybe 2-3 times out of the 52-session year. That's not bad, all things considered. Any game with dice at the core of the resolution mechanic is going to have outlier sessions now and again. But I can understand different players and groups will have different tolerances for that sort of thing. The other difference I think is this: rather than considering the mechanics as a feeback loop, I'm looking at it as more of a range of die outcomes: great (2 successes), good (one success), bad (no success), and very bad (a complication). Good is the statistically most common outcome out of those dice rolls, and great is far more common than very bad, so I find it to be not only a fun mechanic to use but also a great improvement over a simply binary "pass/fail" mechanic. But as with everything game related, your individual mileage will vary, as this game isn't for everyone. My group loves the game as much as you group apparently dislikes it. [/QUOTE]
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