Part 2: How well did it work?
TL;DR
Good but still needs refinement
- Characters were quick and easy to both make, play, and change between sessions
- I need to slack up on the constraints, most players found it too limiting
- I need to give a few more options within each archetype
- Classes based on gear is odd. It will take a mental leap to engage with the system
Full Story
Everyone picked up the game quickly and made their character quickly. The buffet of card choices worked really well and the players read each one multiple times. I could tell they were debating between their options (interesting choices!) and when they were given a chance to buy more cards they were into it and quickly started to negotiate with each other for resources. The card system worked! Our Face, who has access to less gear and thus spent less money, instantly turned into a loan shark which I did not foresee but totally fits the character and theme.
We played a total of 3 missions over 2 seasons. The first was an infiltration with a lengthy stakeout, a systematic break-in, and then a rolling gunfight. They RPed the stakeout great. Gear was well used for the break-in and they handled the fights with a mix of tactics and gear. I also gave them an NPC to help and then killed off that said NPC to show how deadly this world is. Not sure if that hit home.
The second was to find a specific person. I gave them 3 locations to RP through and then a tactical escort mission in the sewers. They dodged the red herring location and then missed two of three clues at the remaining locations. The third clue was enough to get to the location of their escort mission. A great blackmail attempt is in process by one of the characters against one of the corps. That is fantastic because it means people are doing their own RP in the system. Part of why you build a dystopia is because you are ok with your players burning it down. Now doing this RP caused her to miss the clue she was looking for, but the RP is more important.
The third and last mission was reactive, they were being infiltrated. This placed them in a responsive position. They spent 2 hours trying to plan for every extra sly option they could think of when my plan was a straightforward frontal assault by crashing through the front door. I ended up adding in an unplanned rooftop assault to “reward” their creative thinking and over planning. Never forget that your players are always smarter than you are.
I also almost killed one of the players. I pulled my punches just a bit because someone else was playing his character. He still had to sit out 6 turns to heal himself which was good with since he charged 4 people with assault rifles while wielding a sword. Never forget that your players are always dumber than you are.
Missions aside, let’s talk about how people interacted with the system. Getting people to understand each theme took some time. I’m not sure they are 100% there yet. Since the game unloads all those mechanics on to cards, you truly don’t know the class until you know all the cards. That is a bit of a messy answer. I will continue to expand the options via the pawnshop until this feels better. This is a spot where a quick simple cut sheet and a bit of RP style may be very helpful, like what they did with Cyberpunk 2020 but include gear examples. Understanding what your players know is also a very nebulous concept, so I may be underestimating them. I will be watching to see how they react to some of the additional cards.
I do not know what the optimal number of skills selection within a character is. I’m currently expanding that card pool because I think the additional options will continue to be engaging. Specifically, I’m trying to put a bit more breath into some of the themes. More alternative ways to do what the theme already does.
Classes based on gear is odd to people. In D&D people are forced to pick from a specific spell list or select only 1 subclass. People are fine with limitations. That seems to not bother people but switching between gear does. They keep wanting the thing they left at home. I will expand the gear limit to 5 next game but they are also getting a chance to buy more gear so I’m not sure if that will help or hurt. They really aren’t balancing themselves as a group yet, so that may alleviate the pressure. I know these players like to build characters, so I’m wondering when they make the jump to seeing this as character building and not limitations.
I think the super simple form of hacking let my hacker be creative. I gave him minimal signals and he jumped to great ideas. I need to give him more interesting options while hacking or from his gear.
Changes for Next Times
There are two big changes we are going to test next time. 1) People can carry 5 pieces of gear. My players pitched a few ideas about extra gear for more gear dependent characters. I may go that way in the end. For now, I will just make it a universal law. 2) Revert to low health system matching the enemies. This removes the asymmetry between the players and enemies. This means reworking some gear but I think it will help overall. My group is more timid than most, so I’m a bit concerned that less health may make them clam up more.