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The goal sounds really cool and the rules sound really cool, but I'm fuzzy on where they meet. Which part here specifically supports problematized force-users, as opposed to any other sort of protagonist who sees their motives change as they pursue them over time?
I also think "how to GM this" is notably absent from the main doc, specifically situation-creation, at least for GMs who aren't used to running Burning Wheel off character beliefs.
Those are the first critiques that come to mind. I like a lot of stuff in here -- the scripted Confrontation system with required motives makes a ton of sense to me!
Agreed with Dave's questions, although I'm still reading through.Lots of great stuff in here, and I really like the presentation (powerful shorthand, clear language). I really dig the Destinies, as well.This confuses me:You can win all three rounds in a Confrontation, but still lose the Confrontation. I feel really slow all of a sudden... how is this possible?
Also, given how Confrontations work, is the choice of order (for the dice) actually meaningful?
A final thought: some part of me is whispering into my ear. It's saying that Destinied characters should advance (i.e. character advancement) but non-Destinied characters should not...
One other thing all this is making me think is that there really should be only one Destined character per group. And that you can play a Jedi or other Force-user (we had a Nightsister in the second playtest) without being Destined, though probably no more than half the group should have access to the Force. Although, that does weaken a little bit my goal of problematizing the Force. The idea is that you as a player have to give up a fair amount of narrative control in order to have that extra power. I was inspired by Vincent's discussion of the Gunlugger vs. the Battlebabe in AW. The former has more raw power to just straight-up kill stuff, but the Battlebabe inherently has slightly more power to draw interesting types of attention.