[Freemarket] X-Altar and the Arts of Memory and of Promotion
Erik Weissengruber:
Oh yeah:
I really, really, really had fun.
Erik Weissengruber:
Some more notes:
- If you want back up for areas where you have no expertise or geneline you should go for Tech NOT Interface. My advice during user creation was bollocks. Interface can help you be really, really cyber good at the stuff your Experiences and Geneline have prepared you for. But if you are out of your comfort zone, your only option is to Burn that interface and if your interface has no tag relevant to the current conflict, it fries and is not reset at the end of the session. Use cool tech for your ace in the hole, hail mary, get outta jail free card
- Players became aware of this and could easily have played out in-game actions to get them the desired tech. The game allows the posthumans to compensate suboptimal user-creation choices. And bad advice from the superuser.
Jared A. Sorensen:
Quote from: Erik Weissengruber on August 15, 2010, 02:58:42 PM
I believe I maintained proper tact here and let the players come up with the concept for their mini-corporation. I did put my foot down and rule out a name that would have been to unwieldy ("Exxxtreeeeeeeme!!!").
That's a perfectly fine name for a MRCZ, btw. USERS? DO YOU HEAR ME?
They can always change it if they do well in the next MRCZ review.
Erik Weissengruber:
Ok, you fit
"?????????????????????????
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???????????????????????????
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in the little box you provided for MRCZ names.
Erik Weissengruber:
In the first game we ran a number of group challenges and the users were always careful about using victory levels to get flow rebate.
Thus people were always getting out of challenges with at least everything they staked.
But I got careless and started acting as ever EVERY victorious challenge got you your stake back. No, no, no. Unless you pay for rebate you LOSE flow. And that cost gets pretty expensive when you undertake solo challenges.
So I was really softening the economics of flow. Going by the rules forces players to be proactive about setting up flow-friendly fiction. The game risks becoming a simple card game if the driver "must get flow to fund the challenges that could create the reality my character's wants" is short circuted.
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