I don’t want to get into too much detail in this report; I still have another group of players to run through the conflicts. Some general observations:
- Conflict in this game, physical or otherwise, is very much narrative-driven. This is a real change in perspective for players who are used to D&D’s very mechanics-driven combat system. It requires a different way of looking at conflict.
- No matter what the system, a sucky roll is a sucky roll, and it can still make you sad. Or dead.
- Getting to choose your own injuries and consequences is a very interesting choice. Watching someone try to decide where the machete hit them or how bad the bikers scared them is a lot of fun.
- The key to conflicts in this system seems to be co-operation. One character (or more) uses a maneuver to stick someone with an Aspect, and then the finisher comes in, tags the Aspect(s), and strikes home.
On Friday, I’m running the conflicts with the rest of the group. Once I get everyone’s feedback and have consolidated it and forwarded it to Evil Hat, I’ll post a more specific report.Â I’m not sure how much detail I can include, but I’ll tell you what I can. I just don’t want to give away anything for the other group, or prejudice their comments too much.