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I'm not sure about the changes to the SOLO section; it reads like the game becomes a one-on-one GM'd game during a player's solo, instead of a distributed GM game.

One of the issues I see here is that some players might refuse the Follow role, leaving it in the hands of a single player each time, even if that player doesn't really want to become the unofficial Bandleader.

Also, I can see the Backing Band players just sitting back and watching, instead of interacting with the Solo and Follow.

Combining the Follow and Backing Band roles into one role might work better to keep everyone interacting with the narrative.

Finally, I think the note at the end of the chapter about rolling more than once during a solo would be more useful in the Tension section, indicating that rolls can happen, but to ignore the +Hold options (if that's the intent).

Have I mentioned that I really like this game? :)

So I created the Follow role because in recent playtests I found that designating a specific person to really focus up and play off of the Lead sort of gave them "permission" to make bigger, more interesting choices. I don't think tables where everyone already knows one another have a problem with that, but when you have strangers playing together, you get some awkward silences because no one wants to step on any toes. Or you get the opposite, where one person sort of dominates the whole session.

*That being said*, I really like your idea of combining the Follow and Backing Band for tables that want it to be a little more freeform, so I added it in as an alternate option!

As for where to put the note about rolling, I went back and forth on it :/ I even tried making it an inset, but it just interrupted the flow in a weird way, and in the end I put it at the end because it really is less of a rule than a soft guidance. Of course, I'll probably change my mind again. Such is life.

I guess it's not entirely a GM-Less game anymore, more like a Distributed-GM or GM-Optional one. :)