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I really dig what you have here. It a really good foundation for what I plan to use it for. (switching from a Teen Super heroes game with Mask to them 10-15 years later using the Cypher System).


However though, I do have some thoughts, and if you were to make a 2nd Edition or a revamped of it, here something I would like to see in it. 


My concern is with PC actions and Clocks. 

Knowing my group (and one mid max Power Fantasy "I'm the main character" player in particular ) they would likely ditch All the Action options, as they feel more like comedic changes that could just be stated in fiction. Which seeing one option for a clock to take over a faction, why not just focus on that and mainline it to better put them in a position.
Which on the subjects of " clock" I like the question, but I feel there should be a more "Risk - Reward" state of chance if they are able to complete it. Not sure how you would handle it, I'm kind of thinking of using something like Powered by the Apocalypse style of Full Success, Mix Success, Failure.
Which the Failures could lead to the Consequences clock being filled, either as a group or a individual.
That way they have to really think about and choose how they spend their time or what clocks they want to set up.
Though still kicking it around a bit to figure how to balance it.

It might be different with other tables, I just know one or two of my players would abuse the hell out of giving them no push back on a clock.

That my two cents at least.