Fraser Simons: I’m running the Veil in a play-by-post setting, and we’re all having a blast!

Fraser Simons: I’m running the Veil in a play-by-post setting, and we’re all having a blast!

Fraser Simons: I’m running the Veil in a play-by-post setting, and we’re all having a blast! I have a predicament, though, and could use your input:

We have an Empath who picked “Sling” as a move, and I’m a little confused by the “Exclude someone from your sling” option. It seems like it’s really only relevant in the 10+ result when you can pick at least one other mechanical effect for the sling (i.e. how do you exclude someone from the mechanical effects of a sling that does nothing mechanical?) This would be a non-issue if the results awarded choose 3 on a 10+, and choose 2 on a 7-9.

Was there a game-balance reason you went with the max of choose 2? Other thoughts?

I’ve played in a handful of long running AW games, and I’ve found that they tend to work best when the setting’s…

I’ve played in a handful of long running AW games, and I’ve found that they tend to work best when the setting’s…

I’ve played in a handful of long running AW games, and I’ve found that they tend to work best when the setting’s community is pretty tightly knit. Something similar to Deadwood: where neighbouring holds are sometimes mentioned, but rarely visited on screen.

Has anyone played in an AW game that’s more spanning? I’m toying around with a SciFi hack where the Galaxy is at stake, and I’d like some opinions about how you can take something as spanning and huge as a galaxy and condense it into something that can fit comfortably in the player’s mental space without making it seem small?