anyway.



thread: 2011-09-20 : Deep Dark Vincent-burning Game Design

On 2011-09-26, Esoteric wrote:

I second Daniel. Additionally, Cruel Fortunes always seem very "real" in play. Like, in AW I know when I should Announce Future Badness, but sometimes I do it and the players don't really respond. In Poison'd, I Announce Future Badness in the same way, but then I place down "Urgency: The Storm". Then everyone goes OH SHIT, because they know that I'm not completely in control, and am unlikely to pull punches. Cruel Fortunes create this feeling of a harsh world, where everything is against you. It's an awesome feeling, and I just don't get it from Apocalypse World.



 

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