Sunday I went to the movies watch The Incredibles 2 and the chases and last sequence kept me thinking of how it is hard to find a system that’s so fluid on it’s mechanics to present the fiction, specially in it’s use of powers. One of the few systems where I felt that was Worlds in Peril, where characters don’t have levels or skills in powers and instead, they’re ranked by how they have used (and how easy it is for them to use it a distinct way).
When we left the theater, I was talking about how fluid the action was, and that Worlds in Peril was the closest I felt to that. But one of the players in the WiP campaign told me he felt the moves were too restricting (he also felt the same with Urban Shadows), and I wholeheartedly disagree with him. It definitely allows you a huge amount of freedom of action.
I think it was because of the triggers or that they had the move sheets in front of them. I dunno… it’s weird, because we played a small campaign of Kult: Divinity Lost and everything went well…
I’m thinking of a way to “window-dress” the playbooks and move sheets (at least the general move ones) so it seems more like a traditional game, at least to ease transition.
What do you think? Think that would work? Has anybody done this or had this kind of problem?