The card deck -wow, I had almost forgot about it!- may be something I go back in the future, but it isn’t needed for this game. That is, at least in the current testing the need for this tool hasn’t arised. I did recycled parts of it for crafting traps and some other archetype challenges I think.
The descriptive damage got only partially adopted, as a space for Conditions inflicted, where Conditions in the game stands for anything that doesn’t affect the character’s HP. I only kept HP for the sake of offering the players something familiar, as in my country most players will at least have some video gaming background to rely on.
Also, there’s something not totally intuitive about piling up wounds and other conditions on the same spot until you are left without a place to write them down and have to engage the death mechanic. There’s always a chance social conditions get on the mix and while getting a little wound after being demoralized sounds like a reasonable way of dying, it goes a bit against the power fantasy spirit of the game.
Forcing the players to roleplay bonds to gain back advantage didn’t work neither. Bonds are a must on a character and it’s really cool if players get to roleplay them a bit as they want, but having players do that as a penalty game to get back their sacrificed advantages became a bit of a nuisance on resting scenes. In the final version Bonds got separated from Advantages and now report no mechanical effect to rolls, but are everything to create the world, the adventure, to put things in motion and keep the PCs together.
Thanks for having the patience to read it all
About the scenes, I put that phrase as a way to resume everything. “Things” in that phrase can be replaced with “characters”, “concepts” etc. thus creating vastly different types of scenes. For example, here’s a sample of the pages referring to social archetype encounters:
Sorry it’s in spanish and somewhat unreadable, but as you can see I took ICRPGs model for encounter archetypes and extended to all kind of encounter types I could think of, that can be mixed to generate different types of challenges. If you meant something more like character development scenes or scenes that focus and develop emotional expressions, no, I didn’t made guidelines for those, though the scene framing procedure and the death mechanic may end up going there, if the players don’t do it by themselves. It would be cool though, hadn’t thought of that, but I had my dish somewhat full making guidelines for everything else
And thanks a lot for the offer! English version is still gonna take a while but I’ll definitely give you a shout then if you’re still available.