Most of the initial feedback from my Indiemeet session was positive. Lots of love for the Moves the various characters had. We were playing a one shot rather than a campaign so we didn’t get to see the full range of the game.
One thing that did come up was that PCs often want to “gloss” a situation by telling a partial version of the truth and rather than having someone roll Read Person and choosing “What aren’t you telling me?” (or however the term is phrased). It might be easier for the player who wants to deceive to roll something like Hold Steady, if they succeed they get to say what they like and it seems the truth otherwise they get to choose what they conceal and everything else is revealed or on a failure its obvious that they aren’t telling the truth.
As MC I was worried about not getting to ask leading questions but actually the “day in the life” kick off gave me the opportunity to understand the characters well enough.
It didn’t come up but the failure consequence for Faction Moves are massive and I was worried that it might be difficult to explain in terms of narrative. I think a character should be able to ignore a failure on Faction Moves per advancement or be able to take an ability that mitigates it.
I can see where you’re going with the failure move for the faction. That’s definitely something we thought about (the Faction moves are the newest moves so they’re not SUPER well playtested, yet). That’s something we can talk about. I will think about that.
I feel the followers should have doubts first rather than turning on a pin (which can then equally well be reversed by a good roll).
Interested in what you come up with