Not sure if this should go in the Skins section, so apologies beforehand. I’m just curious about what other people…

Not sure if this should go in the Skins section, so apologies beforehand. I’m just curious about what other people…

Not sure if this should go in the Skins section, so apologies beforehand. I’m just curious about what other people do when making Skins regarding the total number of moves, the starting moves, and the advancements.

Generally I try to have somewhere around six to eight moves total for each Skin I make. That might drop to five if the moves are really wordy or have multiple parts. I also try to limit myself to one, or at most two “mandatory moves”. Again, that number depends both on how long they are and how well they capture what I want the Skin to be about.

How often have you seen players (including yourself) take the gang advancement? I’m tossing around the idea of dropping it in favor of something else.

One thought on “Not sure if this should go in the Skins section, so apologies beforehand. I’m just curious about what other people…”

  1. The advancement is a fairly standard package, though some skins are slightly different (the witch can choose additional hexes for instance) but generally you can only gain 2 additional moves from your own skin when you advance.

    They all have a different number of initial moves though, some are core to the character some you just get to pick whatever you want.

    I think the right number for a skin is 2 or 3 moves more than a single character could have after all advancement.  A character that has taken as many moves as they can from their own Skin should still be missing 2 or 3 moves from the Skin.

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