Eloy Cintron Yeah for sure.

Economy tightness is such a touchy thing in game design. And it plays out different depending on the game and the players.

I’ve had players step up to the challenge of a very tight Artha economy in Burning Wheel, and I’ve had others just opt the fuck out because it’s too much of the kind of work that doesn’t interest them.

One player’s incentive is another player’s disincentive and all that.

I speculate, based on just reading and my own experience, that Hope is over-tight. I think everyone will grab Courageous at an opportune moment, and that’s good. I also think everyone will preferentially be throwing Hope at their Focus characters. But the fact there is no actual cycle to Hope — it doesn’t incentivize anything other than showing up — I suspect it’ll just be a downer for my players. Which, you know, that’s cool. MYZ’s Rot grind is also a downer! But that atop Corruption, ugh, might be a dreary game.

I suppose the perverse incentive is going to be to not spend Hope at all, and strictly spend Fellowship every session getting and staying topped off.