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(1 edit) (+5)

The first thing I got rid of was the dice, but that was because I knew I wanted cards before I knew I wanted it to be FitD. I spent a long time figuring out how to "map" the success tiers onto a poker deck, but the artifact of a deck of cards was something I was committed to. It's becoming more central to the overall design as I move through the process, but every so often I think wouldn't it be easier if I just stuck with dice?

Editing to add another item I got rid of, pretty early on: Death by Trauma. I'm working with a slightly different system of harm, and I wasn't comfortable with the idea that psychological or social trauma would be something that a character couldn't overcome. It means also figuring out a better way to handle trauma, but I'm pleased with the concept of characters learning to cope with their traumas, rather than letting themselves be overwhelmed to the point of involuntary retirement.

(+2)

I feel the same way, so I included a note in the game about overcoming trauma with a long term project. Characters should be able to forge that path if they work hard enough.

(+1)

It's a good mechanism; for me the impetus was also partly that I didn't want to take that choice away from the player about how and when their character is no longer playable.

(+3)

Oh, that's interesting. A character can't suffer trauma unless the player chooses to risk the stress. Have you had a situation in a game where a player felt like it wasn't their choice?

(+1)

If you have four traumas and eight stress, it can feel like you don't have a choice. And sometimes that's appropriate, just not for what I'm aiming for with my game.

(+2)

Oh, for sure, your game design should do what it needs to meet your goals. Thanks for replying about the core mechanic.