My Play Report-- After all is said and done, I’m not sure I’m really sold on the system. The game for a one-shot at a local gaming event may not have been the best test of the benefits and the limits of the system, but here goes …
The character creation and world-building was well-fostered by the playbooks, tropes, and guiding questions. Players were excited, and although the group included seemingly antagonistic characters (Bully, Mathlete, Loner Weirdo, among others) the group meshed well and complemented one another. Some of this seemed supported by the rules-- different tropes had different strengths, of course. But a lot of it was, admittedly, entirely up to the GM. In fact, players were often reluctant to act; many times because it was hard to grok how to us “prepared actions” where you didn’t have to roll anything. I tried both to hide the Difficulty Numbers and to announce them to the Players, but if I announced them, the players sometimes felt they were railroaded because it was clearly outside the die value for their stat, or the opposite end of the spectrum, it was so automatic that it didn’t feel like it was an action at all-- no tension or stakes to it. Before long, I simply stated DNs as either costing one, two, or three Adversity Tokens (depending on what I thought would be appropriate for their stat.) This actually made the game come alive, as all players felt some agency over the choice between a Prepared Action or the now-clearly-more-risky Snap Decision. The Powered Character was especially hard to get a handle on. The Players really didn’t know how to handle it at all, and some aspects to the character didn’t seem playable at all. What I thought would be an exciting and new element to the game was largely ignored and mere flavor.
I’m happy we had had a great game, and I’m pretty proud of what we accomplished. The group had a blast and found enough mystery and spooky wonder to feel completely transported to a very engaging story. Still, I wonder, however, if I could just as easily and effectively use any number of systems already in place for a similar story. The rules don’t enable or reinforce any of the elements that wouldn’t be already in, say, Monster of the Week or Bubblegumshoe or even FATE. There is a kernel of something special here, but the system feels either only half-baked or maybe just poorly presented. If I play again, I will definitely use some house rules, or maybe start with this then port over to something else.