Session 1 Test Notes
Here are some things we discussed:
- Playbooks feel balanced. As we played, I had a couple of thoughts that, upon inspection, were already included! That made me happy – when I created the playbooks, I was on the right track.
- Play is fun and flows well. Should work well for a procedural-style gameplay, including one-shots. However, my crew wants a little more for a campaign. Suggestion: something like Drives. Can I do something special for each playbook? Example – The Body Jumper feels as though they should lose/gain something in every person they jump into. I think they should be jumping into someone who has something to do with the crisis at hand and try to fix it.
- Book changes: Intern, Scientist, and possibly one other need ways to collect data and/or samples (equipment); Professional Traveller’s equipment should be less specific (they were based too much on the Jack Harkness character), so, for example, instead of a big coat with pockets it should be any sort of clothing item with pockets – could even be a purse; build the personal mission into a mechanic as discussed in #2 above; some small amendments to moves needed to provide balance across playbooks.