so, it’s probably way too late in the development process for this, but.

so, it’s probably way too late in the development process for this, but.

so, it’s probably way too late in the development process for this, but… It feels like characters stats are too high.  Between the ability to shift labels under certain circumstances and the resource of team, it seems like the characters in my game almost never miss when rolling moves.  This makes it hard to make the GM’s playbook-specific moves or the villain moves, which leaves certain situations feeling a lot more generic than I’d like.

4 thoughts on “so, it’s probably way too late in the development process for this, but.”

  1. With a total of +2 floating across 5 stats, they seem to be at pace with other *AW games. Are your players only focusing on one or two things (like the Transformed never Assessing a Situation or Piercing the Mask?) If so, target situations where everyone is at their weakest, as well as letting them shine.

  2. The only core way to shift labels on the fly is through selfish misuse of Team. All the character moves that do so only work on a given label, I think. And the others basically require their own scene.

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