I want anyone reading this to know that I just played a run of this game with a voice chat full of 8 or so ttrpg designers and literally every single one of us is going off to write games because of the experience.
Viewing post in Betrayal At Club Low comments
weve been talkin a lot about adapting ideas from the dice system into physical play without losing the charm of upgrading, building up, and switching out faces (lots of discord arguments raging right now about how to do that lmao)
i think its also worth noting that we all did voices while playing, and refused to upgrade Wisdom
One thing in addition to what Rath said, we really got into the way that conditions forced us to move around to different angles of approach, both to optimize our rolls, and to deal with negative conditions “safely”.
There is a similar mechanic in a TRPG called TechNoir, but those conditions are much stickier than the ones in Betrayal At Club Low. I think that having them come and go quickly does a lot to make players think hard about when to play non-optimally, and I really want to see what it would do in an RP context.