[Cold Soldier] "Upon horror's head, horrors accumulate."

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Ron Edwards:
I should clarify that we didn't flip the obstacle card immediately, but well after I'd set the scene and there was a little bit of back-and-forth. But still, at least once we found our preferred rhythm after two or three episodes, the obstacle card tended to hang out all by itself for a while, usually at least a few Goes.

Hey, last night I had an idea. A terrible, possibly wonderful idea.

What if the GM turned up two cards for the obstacle? To beat it, the player's card must be higher than both. And everything else stays the same. When and if the player introduces a memory, he can only replace one of the cards.

1. The deck burns through faster so you don't need any additional fancy buggery about setting up the deck.

2. The player's somewhat extreme card advantage in the current design is blunted, and makes building a good poker hand a wee bit harder without being impossible.

You know, I think that would work!

Best, Ron

Bret Gillan:
I think that is a perfect idea. I'll incorporate it into the next playtest.

I thought of one more question: do you think this game has legs as a multi-session game? Or do you think it's complete as a one-shot game?

Tim C Koppang:
Quote from: Bret Gillan on February 10, 2011, 11:23:07 AM

I thought of one more question: do you think this game has legs as a multi-session game? Or do you think it's complete as a one-shot game?


It's clearly designed as a single-session game as is, and I see no reason to extend it.  We played through a very nice, and complete, story arc.  Moreover, there'd be some physical limitations with the deck of cards.  Keeping track of the hand cards and status of the deck would be a pain if you couldn't wrap things up in one evening.

If you wanted to design some multi-session rules, you'd have to address the limitations of the deck, and probably go with a more episodic approach.

Bret Gillan:
Well, the game as written does have multi-session rules. You do discard your hand, the deck is reshuffled. There's no reason or need to carry cards from one game to the next. What you keep is your memories, and the rules are modified slightly so that when you pick up a black card to put in your hand you must expand upon or contradict an existing memory of the soldier's. Otherwise memory rules stay the same.

However, I think you answered my question plenty as it is.

Tim C Koppang:
Bret,

Interesting.  I just re-read the rules about continuing play.  One thing I noticed is that you recommend continuing until the solider is destroyed.  The rules say that your soldier is destroyed if you have no hand cards when the joker turns up.  I was wondering if that's ever happened in a game you've played.  It seems unlikely given how easy and desirable memories are to obtain.

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