Hum.
I guess there's nothing to prevent you from reusing the same characters and spinning out new situations -- you could even use new playbooks for each character to reflect how they've changed -- but it's very much intended for one-session gaming.
To answer your questions:
1. No, nothing breaks if you just pick the targets.
2. Not all blessings are one-shot problem solvers. Some just open up opportunities that you wouldn't otherwise have, like The Devil for instance, which just tells you terrible secrets about people.
When I ran it +33% to +50% was enough obstacles, but if your group have all picked up easy-solve blessings then you might want to up that number a bit. Essentially, you want to force the players to think a bit about what they're doing rather than just spam win buttons.
3. My intent was that each shift should be used once -- a bunch of them don't make sense if they're used more than once -- but that you need room for reuse on some of them in case combat goes on for more than 4-5 rounds. In hindsight Financial Revenge and Game Face should definitely also come with the 'don't use this more than once' note that's attached to Predictable, just for clarity.
Sorry it's taken me so long to reply, I've been drowning.
Anyway, you're right, that's not very clear. What I intended to mean there by 'feature' is the details of the group of enemies that are present there on this run -- what type of thing they are, what traits they have, what treasure they're guarding, etc.
Ideally you can run it with no prep at all, straight from the book, but that does place some demands on the improv skills of your group.
If you do want to prep, there are some sample setups (I think I call them 'playsets') in the book itself. They're basically a 2-3 paragraph setting pitch and a 2-3 sentence idea of what each playbook might look like in that setting, and that should be enough to jumpstart things.
(That said, this is my opinion and I do run an improv-heavy playstyle. If you find differently please say what prep you did that was helpful and what wasn't, and I can maybe incorporate that in the guidelines.)
Thank you for your kind words!
'Adventure' is your default arc for if you've got no better ideas, but it's worth looking through the others and seeing if any feel like a natural extension of the story you're telling. Depending on your character's genre Cosmic Adventure and Crime Fighting are both also good basic arcs.
I've done a little research and LibreOffice doesn't implement VBA in quite the same way as Excel, which I'm guessing is the problem. In theory I could grab a copy of LibreOffice and work something out, but in practice I have eleventy-billion things to do until mid-January so it's unlikely I'll get to that soon, if ever.
I'm glad you enjoyed it! And it's fine to bend the rules a bit to make things come out the way you want -- I do that all the time when I play solo RPGs so I'm not going to start acting like it's forbidden or something. =P
And thanks for pointing out the xx's. Technically The One isn't finished yet, so I haven't done my usual final checks, but I don't think the rules text is going to change much now.
If I submit something to this jam, it'll be the game I started writing for Beyond the Super Jam but never finished.
And I'd love to see more entries for the Felonious Fauna Jam, which was completely eclipsed by the Emotional Mecha Jam when it was running originally.