It’s Monday morning and I should be recovering from a too-full day of too-much gaming fun at NYC’s RECESS yesterday. Instead, I’m recovering from a nasty stomach flu that filched most of my weekend from me. I’m frustrated for not being able to go to RECESS, confer w/ the NYC nerds, actually play some games. But it’s times like these when it’s hardest–and most important–to remember:
Falling down isn’t important. Standing up is.
I’ve got less than two weeks to prepare for my first open playtest. I’ll be using the WGP… enrichment process for the core resolution mechanic, but I need something that will force players to take actions that betray their Oaths. But it can’t be linked to a random event or a flip of a certain card. It must be clearly caused by their early decisions. I’m thinking of a sort of “favor” exchange system, where you can avoid the consequences of a failed conflict by giving your opponent one of your favor tokens. You’ll have a number of favor tokens, and can keep on dodging repercussions, until one of the other players amasses more of your favor tokens than you have and decides to cash them in. Then, you need to do what they ask of you, or destroy part of your own character to get out of it.