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Showing posts from September, 2017

Week of August the 30th

This week we looked back at our notes from GenCon and talked through what we liked and what we'd like to change about Crises. Crisis resolution works very, very differently from hero creation, which is both a good and a bad thing. The good is obviously that it adds variety to Reject Squad, but the learning curve of jumping into the Crisis is something we may have to mitigate a bit. Crises definitely need more narrative structure. It's great that players can construct stories from an opposition, a location, and 3-5 random task cards, but sometimes the random task cards aren't so easy to pull a story out of. We discussed the possibility creating specific starting, middle, and ending task cards which would help every crisis have an obvious uh... beginning, middle, and end. We really want to include the cast-off heroes (the ones deemed too-powerful in 4+ player games and the ones that were simply unused in 3 player games) as villains for the crises. We also came up with