Great! I clearly understood Action Dice wrong, I thought they could not be used in Strikes and Achievements, :O.
By the way, if you want a more complete actual play report, I can give you that, but maybe this is not the best channel...
So, we tried the demo some weeks ago with some friends, and I forgot to introduce them to Passions before the second conflict, T.T. We only played up until then, and because of life we won't continue for a few months at least, but we noticed some things.
First, the traps felt underpowered. The player felt the smart choice was always to make a basic maneuver and then a basic strike.
Second, I would have liked a little more guidance on how to run the enemies in that second encounter; the first one was very easy for my players to win, but the second one felt at times too difficult, and at times too forgiving. Like, they targeted the zombies first, and then couldn't do much to the ghoul or lykhoras before I defeated one of them, at which point I remembered that I could have dedicated the Lykhoras to the townspeople goal... At the same time, my players said that since I did nothing toward that goal, it wasn't as pressing an issue as fighting the monsters, so they ignored the goals too.
Third, we didn't understand the purpose of action dice. The best tactic seemed to be spending them all in the first maneuver, and going all out as soon as possible with a big strike.
We didn't play the first edition yet, so maybe we aren't the best audience for this in its current form, but well, I became ensnared with the ideas of the game and wanted to try the "latest" edition first.
i hope this feedback doesn't come too late!
Oh, there's also this relatively new publishing house! Primigenia Austral!
Ah, una editorial relativamente nueva! Primigenia Austral!
He also designed a lot of setting-agnostic games, like Diezlados, Relatos, and Sistema de Resonancias. The last two are specially keen to hacking!
Pato también diseñó un montón de juegos sin setting predeterminado, como Diezlados, Relatos, y el Sistema de Resonancias. Los últimos dos son especialmente hackeables!
This game is an inspiration for making games your own. Based on InSpectres, a usually humoristic game, it really reads as a great way to experience the themes it explores in the rules.
I specially like the differences between Stranded and the inspiration: the way the Bucks (the spaces for the Crew to live and sleep in) are such a valuable resource, and the way the mechanics just continue to push you, demanding more and more dice to meet the goal of surviving and repairing the Ship, which are difficult to come by if you don't use those juicy Bucks dice... I think it's handled beautifully.
I look forward to play this game soon!
This anthology may seem deceiving at first glance.
All games follow a simmilar structure, but they all convey a very different feel, a very different idea.
They have the same narration mechanic that appears simple enough, but its simplicity requires specific interactions in actual play, and that actual player interactivity plus the beautiful way the text conveys the setting and expectations really shine as the next player get's to explore a calm, tense, silly, crude, thrilling, sad, happy or unforgiving scene.
So, believe me, despite it's apparent sameness, they are all worthy of my, and hopefully your, consideration.