I am still massively brain-tired after our first go at my game about knights who are also monsters yesterday. Holy hannah. Way, way more tired than I ever am running a game, that’s for damned sure.
Almost nothing works right. The time scale at which I’ve been working on the game — three years! — is showing itself mightily in the scope of moves and stuff: old moves just aren’t well constructed, new stuff doesn’t fit into the old stuff, etc etc. I’m a different human being now than I was and it shows.
But it’s also so great, you know? I’m learning, wow, a lot about how and why other games work at the same time, which is kind of a mixed blessing because I’m already prone to overthinking this stuff. Prone? Is that the right word? Maybe doomed, can’t be sure.
Mostly I’m laughing at myself at some of the totally obvious lessons that somehow weren’t in my head. Like how moves need to trigger other moves but they need to pass through the fiction first. Lots of what happens during play is that moves trigger moves but they never check back in with the fiction. It’s the logical conclusion to my most-hated game-plays-you phenomenon, hilarious that I brought it on myself. In fairness I brought it on myself in 2014. Things were different, you weren’t there.
Thematically I think everything’s mostly there. Mostly. I’m super happy with the characters and characterization that emerge from character creation and moves and of course the implications of advances not yet taken. All hail the power of pick lists! It’s like getting drunk by browsing the liquor aisle.