I really like the game and will be running it very soon for a group of teens as their first rpg.

I really like the game and will be running it very soon for a group of teens as their first rpg.

I really like the game and will be running it very soon for a group of teens as their first rpg.

I am curious after reading most of the posts here and elsewhere, if there was ever a second edition, what design choices would you change based on feedback?

What seems to trip up people the most? How can it be made more clear?

2 thoughts on “I really like the game and will be running it very soon for a group of teens as their first rpg.”

  1. Yeah, if I were to do a second edition I’d probably include more examples and explain the Powers Profile, Powers Summary, and Pushing more. 99% of the questions all boil down to not really groking how that they work it seems.

    Powers Profile – answer to “can your character do that?” And details all their potential in the future as well (even if they haven’t discovered it yet).

    Powers Summary – answer to “how hard is it for them to do that?” and whether they need to push. Things your character has done and can do again (has learned how to control, or knows the technique, etc.)

    And then yeah, depending on the type of game and touchstones involved, some EICs are cool with PCs getting away with some stuff without Pushing, but that wouldn’t go in the rules I don’t think, since I would say it’s case-by-case rather than best practices. After a game the table will know if they want to be more lax in that area.

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