I've had an idea for a My Hero Academia-inspired superhero funnel for a long time, and this jam has me thinking about this for the first time in a long time. I was especially inspired by the initial tournament to get into UA.
Granted, it will almost inevitably be very different than a typical funnel anyway because it's a very different genre and context. Like for instance, I'm tentatively going to use an original, rules-light, FKR-ish system, and PCs aren't just at risk of incapacitation, but also disqualification if they fall below a certain number of points or for violating certain rules of the tournament. I'm hoping the tournament structure and building the system around that will make it easier to manage, but without a frame of reference for running or playing funnels, I could be making things more difficult for myself by doing that.
So that all being said, as someone who has never run or played a funnel before, what are some unique concerns or subtle complications of running and designing funnel games?
I know that there's a lot about game design that I've internalized to the point that I have a decent intuitive sense for how to design adventures and run games and how mechanics affect play, but I do feel a little out of my element with the idea of a funnel. I'm especially concerned with how to account for the added burden on players to keep track of multiple characters, let alone for how to design challenges with that idea in mind. I'm concerned not just for the questions I know to ask, but also all the ones I wouldn't even think to ask until I'm in the moment and realize I didn't consider something.
I've read DCC and I've read some other things related to funnels, will probably need to go back and reread them more critically, and maybe it'll be fairly clear once I do that, but just wondering about GOTCHAs (like in a software engineering sense), and stuff like that.