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(1 edit)

Thanks for taking the time to help us out. This makes me think I'm missing something really important. I swear I read the book! 

Here's a brief example in the context of my players encountering a hostile Iron Porcupine (3):

1st word consumed: Iron Porcupine (3) attacks to start the encounter. A player uses a word of power to avoid the damage, and generates a memory. **this actually raises a couple of other questions I've had - do hostile creatures attack the entire party, or a smaller number of targets, or is it GM's choice? Can one player act to protect the entire party or does each DA have to act individually to avoid a negative outcome?

2nd word consumed: A player then uses a word of power to engage the Iron Porcupine (3) and succeeds, filling one portion of the encounter clock and consuming another word from their collection and generating a memory. 

3rd word consumed: Understandably angry, the Iron Porcupine (1/3) does a dangerous thing, and a player uses a word of power to guard against it consuming another word from their collection to generate a memory.

etc until the challenge is overcome. By my count that gets us to a possible 6 words consumed in one challenge, where the reward is one new word by default. Is it that my players are overusing their words?

haha no worries, you are running it as written but I think I have a few broad notes. aside, Creatures attack whomever, since gamemaster doesn't roll dice it is up to the players to react instead, so a player protecting everyone or each person rolling to avoid would both be acceptable.

This isn't explicit in the book but I would make sure players are starting with at least 3 Words in their collection when they land on the planet, not counting words that are used for any planet generation on your way to start the mission. Those generators at start of play I usually consider words (lowercase w) instead of Words (the game currency).

From your examples, it sounds like they're succeeding a lot more often than I expected, so they're having tons of memories early on! Since a Memory's starting value is higher than a Word of Power, that's meant to entice players more to use those so they don't just use Words, especially with successful Memory rolls granting you more Life. Of course, thats a choice, and it makes sense for a player to be more interested in their Words especially early in play. 

For a band-aid answer, I'd just start them off with more than 3 at the beginning of play. The other potential fix that's not in the book but is how I've come to like when running the game now is instead of making them spend a Word from their Collection to inspire Memory, instead make their Memory derivative of the action they just took. Like when you fire a laser cannon and hit your target, it prompts the memory of firing artillery in the Thorned Wars or something.

You could combine this with GM giving immediate-use words on successful rolls, so in that example, I as GM would give the player the word Artillery and they could choose to immediately use that for their Memory or stash it and use something else from their Collection, which feels like a nice average of how the book works and how to patch it!

This is fantastic. Thanks again!