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Monster of the Week - ConFusion feedback thread

 
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MikeSands



Joined: 19 Jan 2006
Posts: 1406
Location: RV Steadfast, bearing west

PostPosted: Mon Aug 10, 2009 9:22 pm    Post subject: Monster of the Week - ConFusion feedback thread Reply with quote

Just posting this in case anyone at the ConFusion game had any further thoughts about the game.

I realised afterwards that one of the reasons that the monster was so easy to take down was that I forgot to add the extra dice it should have based on the number of hunters. On Friday I thought of the cunning plan of not adding them as I wasn't sure how many would be playing, and I didn't want to overdo things, but then I forgot at the start of play. Too bad!

Major changes in the game based on that session:
- I'm dropping Aspects completely. They aren't really required to focus character, and they make rolling dice more trouble.
- Changing skill setup so everyone just has the same list of skills with a style attached to each. Probably you'll get a straight -1 on your roll if your style is inapplicable. I'm also splitting up investigation skills so that you have an explicitly social one ('interview') and another that isn't ('research').

Those changes, and remembering to make the monster as tough as it is supposed to be, are probably enough to deal with the main wrinkles I noticed in that game.
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Catnip



Joined: 24 Jan 2006
Posts: 50
Location: Hellmouth (Palmy)

PostPosted: Wed Aug 12, 2009 9:12 am    Post subject: Reply with quote

Hi Mike,

Thanks for running Monster of the Week. It does pretty much capture the feeling of "Supernatural" type TV series. If you want to encourage more social interaction with the locals you might need to put limits on the number of times each investigative skill can be used (otherwise people could spend all their time in the library). Alternatively you could use traditional chatting to NPCs for getting useful information about the monster other than its weaknesses (e.g. where is it hiding out, what does it want?)

It would be interesting to see how this works over a longer campaign. Especially when you start re-encountering critters.
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MikeSands



Joined: 19 Jan 2006
Posts: 1406
Location: RV Steadfast, bearing west

PostPosted: Wed Aug 12, 2009 10:19 am    Post subject: Reply with quote

Thanks for the comments.

I've already redesigned the skill list, so that everyone has an explicitly social and non-social way of investigating. That should help with the interaction with other people.

The idea of limits is pretty good - there's a natural place to put one, too. It could be that once you discover a weakness with a skill, it can no longer be used for that mystery.

I'm looking forward to seeing how it plays long term as well Smile
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