The week of December 13th

This week we reimagined the implementation of the concepts we spoke about last week.

After the advice we received, and the conversation we had, we knew we wanted our crisis round to more closely resemble the gameplay of assembling the players' reject squad. We knew we wanted crises to be composed of (1) A certain crisis premise and (2) A twist that makes that premise dumb. Beyond this, however, we hadn't really changed how players interacted with the system. We didn't want any one hero to be the one solving the crisis. We knew the purpose of the game should either be to tell a joke, or a story, or both. If we were leaning on a looser, more narrative way to play, we knew we didn't want players to simply look at the crisis and say "I win." And at the end of the day, we still wanted these crises to be "one-shot" rather than a collection of smaller tasks.

Here's what we're going with: Each player has modification cards they can play onto a crisis premise card once it's been revealed. If every player plays a modifier, the crisis will be so crazy that it will be fun just working through the solution as a group. It'll be too complicated to simply say, "I win."

We tried a few sample hands, and the results were very promising. There were certainly problems, like the possibility that a certain hero has little to do in a given crisis, or the possibility for one player to monopolize the narration. There are other aspects of the game which mitigate some of each of these problems though. In any case, we're excited to test with this version of crisis resolution.

We won't be meeting again until the new year, so this will be the last post you'll see for a little while. Happy Holidays, folks!

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