Here is my feedback after an extensive reading of the new rules (some of these I have already talked to Andrew…
Here is my feedback after an extensive reading of the new rules (some of these I have already talked to Andrew Medeiros about, but would love to see the opinions of others as well.)
1. Curious people’s opinions of Keep it Cool. This move was derived as a combination of Face You Fears (which was later named something else that is leaving my mind) and Take a Chance. My issue is that it feels an internal action when you as a person Keep Your Cool, but an external action when you Take a Chance. This becomes easier to judge what to do as an MC.
2. I am curious on Persuade an NPC vs Threaten an NPC/Persuade. If my Werewolf is tackling the bouncer, not to do him harm, but to let his friends sneak in …. that felt a perfect move. Now, I am trying to feel what move do I use, I wouldn’t use Unleash, and they are def. not Keeping Their Cool.
3. I really don’t like various other Archetypes having the Workshop …. not every character wants to play a person tied to a place. Wouldn’t it be better to just add another “Take a move from another Archetype” advancement and if they wanted to take “Tools of the Trade,” they could?
4. Really curious on the playtest background on the alteration of starting move #’s. You used to get one move and choose one move. Now it is all over the place, my guess for reasoning is balance, but I would love to hear examples so I can get a good understanding.