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(+1)

How often can a character use a Host Experience? I know each of their three starting Hunter Experiences can only be used once and are then crossed out. But, are Host Experiences also permanently crossed off after they've been used once?

(2 edits) (+2)

Hey!
It's intended that only Hunter Experiences are single-use (and then crossed out after using them).

A character can use their Host Experiences as many times as they like - but still only one Experience per Event. The idea was that some of the threats and situations you'll encounter will be tempting to resolve using a Hunter Experience. But as your character and team evolves you'll generally need to change your approach.

Of course, your group's game may vary depending on the order of Events you play and the Experiences you choose! Some of the Host Experiences might be applicable to lots of scenarios (or more 'powerful') but as a story-first game I find most players prefer to mix it up and the Experiences serve more as a prompt to spark fun ideas :)

Hope that helps and thanks for checking out the game!

(+1)

Thank you! That's very helpful. I thought that's how it would work, and I just wanted to make sure - I didn't want to accidentally make Events too easy. For the benefit of other potential buyers: I have no other rule questions and the game is laid out in a super user-friendly and thoughtful way. You make a few copies and you're ready to share it with your friends at the table; and when your friends see the copies, they'll immediately understand how to use them.

I haven't seen any other game quite like this, and I hope I can get it to the table with my group soon. "Powered by the Apocalypse" games were the standard in adapting short-to medium-length drama, particularly high-status serial television drama, into RPGs for several years, and I would LOVE to see this ruleset adapted in a similar way. I think it could be just as adaptable as PbtA, and could be used in many settings. The "playbooks" are perfectly written to allow players the leeway to make many different versions of a bounty hunter, pilot, droid, etc.; at the same time, they give enough colorful inspiration that just about anyone - whether a complete newbie to narrative RPGs or otherwise - will light up with ideas; and there's enough structure that every character will be interesting and will fit into the group.

This whole game is a real feat of structured creativity. A designer's task is to lay out a sort of flowerbed bursting with vitality and potential, and leave it to OTHER PEOPLE - veterans, beginners, and everything between - to make something of it. I can feel just from reading it that this game is ready to pop. Another comment here by JDCorley mentions the balance of "straight" and "funny" - I would also say there's a balance between light moments and meaningful moments that is really remarkable. Some players will naturally lean toward being goofy, some will want to play it sentimental or serious sometimes, and this game will accommodate all of that.

By the way: I have the print version as well as the digital copy, and it's a great print job. Nothing but good things to say about it.