Is less really more?
One of the things I went back and forth a few time in the design of EPOCH
were the complication cards. This deck
of plot twists is really intended to provide players who have been struggling
to make their character the ‘most interesting’ with an idea for a significant
and unexpected complication. Paired with
a flashback token it should allow the player to reveal some fairly interesting and
surprising material.
Usually the player pulls a card, looks at me with eyebrows
raised and says “No way! I can never
make that work.” Then during the next tension phase reveals some really surprising
and interesting twist, foreshadowed with a flashback, often which wins them the
next Challenge Round. Not always of
course, and it’s often harder to weave the complication in later in the game,
once the story of the character has been more established. But in the games I’ve run the complications
seem to do the job they are designed for.
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Next year, however, I hope to be able to offer
print-on-demand card decks for EPOCH, removing the need to print, cut and stick
a whole lot of cards, and allowing me the opportunity to re-design the
cards. Do you think I should include
prompts – or not?
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