December 13th Feedback
Posted: Sat Dec 14, 2019 11:05 am
I wanted to formalize the feedback, so you could hear it while not struggling after midnight.
Posative: Feedback on the game I think is posative.
Overall I felt the night went well, and you allowed each of us a chance to chatter and share ideas.
The addition of the clue cards was an amazing addition. I am glad you chose to add them.
The way the Fallen was used worked out well. Even with you letting us fast track by entangling him before he got in we were still up against the real world clock for timing.
Semi-Negative: Feedback on the game I think you can adjust. Not nessisarily bad, but could per perceived that way.
The Dramatic Task: I would suggest setting the dramatic task for each fallen ahead of time. With two or more separate skills or tasks. For example "You need to accomplish 2 successes each turn holding him in place, and 2 successes each turn banishing him. It will take 3 turns for the ritual to complete." This makes it so a couple lucky rolls in the beginning makes the rest of the effort moot.
Card: I think a lighter grey or adjusting transparency on the background would help. For people with less healthy eyes those cards did not have enough contrast.
General: Feedback on this session/game in particular, not Fallen.
I think you should set it up so the heroes are parts of a team like the Lodges in Rippers, or like Units in Weird Wars. At no part in the game do I feel like my character is part of a team.
This makes it a real stretch to think why a good or heroic person would stay with people who are actively working against them, or who are not paying attention.
@Venatus Vinco
Posative: Feedback on the game I think is posative.
Overall I felt the night went well, and you allowed each of us a chance to chatter and share ideas.
The addition of the clue cards was an amazing addition. I am glad you chose to add them.
The way the Fallen was used worked out well. Even with you letting us fast track by entangling him before he got in we were still up against the real world clock for timing.
Semi-Negative: Feedback on the game I think you can adjust. Not nessisarily bad, but could per perceived that way.
The Dramatic Task: I would suggest setting the dramatic task for each fallen ahead of time. With two or more separate skills or tasks. For example "You need to accomplish 2 successes each turn holding him in place, and 2 successes each turn banishing him. It will take 3 turns for the ritual to complete." This makes it so a couple lucky rolls in the beginning makes the rest of the effort moot.
Card: I think a lighter grey or adjusting transparency on the background would help. For people with less healthy eyes those cards did not have enough contrast.
General: Feedback on this session/game in particular, not Fallen.
I think you should set it up so the heroes are parts of a team like the Lodges in Rippers, or like Units in Weird Wars. At no part in the game do I feel like my character is part of a team.
This makes it a real stretch to think why a good or heroic person would stay with people who are actively working against them, or who are not paying attention.
@Venatus Vinco