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Rebecca Strang's avatar

I also have that tarot deck! So fun to look at. I also don't use it enough, but I have a million tarot decks. I also got the fancy custom deck for Moon Rings. Couldn't resist. Agree re: design and letting players create story and not forcing an arc.

Justin Taylor's avatar

I was thinking of a past article you wrote about player agency on a hexgrid map. One of the points you made in the article was the illusion of choice resulting from having no information about the contents of a hex tile (either face down or resulting from a randomized roll table of events). Do you think this game has a similiar issue?

My follow up thought was that you can give this game as an example of an Nth iteration to your students, but you could then ask the follow up question: What might an N+1 iteration look like? What are the pros and cons of this design decision?

To answer my own question, if the game contains the illusion of choice, I might consider adding an opening game mechanic where the player can reveal 1 or more cards before starting there opening move. I would have to know the game more to determine the right balance, but first pass would be something like roll the d12, low result reveal 1 inner tile lose 1-2 blood, roll 7-10 lose 3-4 blood reveal one inner and one outer tile, roll 11-12 lose 2 blood reveal 1 inner and 2 outer but on opposite sides. (Could do lose a finger at a certain tier, but I don’t know how impactful losing a finger is.) Cons: balance would need to be figured out, but may distract from the core game loop. Losing blood at the start may be a feel-bad. Not revealing a tile may also be a feel-bad. Pros: Players have agency from the first move and a possible plan of action (go towards or away from that tile).

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