Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.
Posted By: Ben RobbinsI could also see cases where it would make sense: you just escaped the monster, then in a non-combat scene you find a fire axe and grab it to carry to the next scene. Not sure what the solution is there.
Posted By: Jonathan WaltonCan you talk more about why you were dubious about the examples and what eventually won you over?
The only other change you might have missed is that the characters (like the menace) roll all their dice in every confrontation, which might potentially be controversial, if you've been playing the previous version.
But only decide what's actually important once it matters, because if you decide what's important beforehand ("I have an ax!"), you might end up fighting a swarm of mind-controlled alien bees (as happened in the very first Geiger playtest) and your ax might not seem as appropriate anymore.
I'd just dismissed it after early mediocre play, since EVERYONE wanted to be the traitor and I couldn't, at that point, figure out a way to implement it.
One thing I didn't have room to include in the beta was what you do when you decide that one of the main characters is actually the menace, as sometimes happens in slasher movies like Scream.
Does that make sense?
Example maps are definitely coming in the next/final version.
Posted By: nemomemeA one-page list of bullet points for new facilitators might be a nice addition.
Posted By: xenopulseNo pre-made moments, no secret goals, no big ole list of characters jointly created and picked from.
Posted By: Jonathan WaltonYou can, however, grab the fire ax, fail or succeed in the first confrontation with the menace, escape to the room with dice and THEN get dice for the ax in the next confrontation. Is that too counter-intutitive?
Posted By: xenopulseSure, I can do all kinds of things without going to dice, in any game :) But I can't advocate for my character effectively if we've got a chase scene with me and the bounty hunter, if we're just supposed to agree on how that turns out.
Posted By: Jonathan Waltonthe emphasis on creating a shared pool of characters -- as a way of emphasizing shared game ownership and responsibility
1 to 21 of 21