When half your game is feeling underdeveloped, how do you give it the extra juice that brings your project balance? Fight Or Fright development continues in this game design update!
The way you’re describing Fright it almost feels like a dice-pool-backed version of Stress from Blades in the Dark! I wonder if instead of a dice pool, players could use each die like a token for one-off role play scenes, depending on the cost, that have a benefit (such as repairing their costumes, and moving the dice to their Fight pool in some cases, since they’re ready to go be super again!) So a combo of stress and what you have now--might capture that kind of moment you’re describing!
(Apologies if this is an unwelcome rumination on the mechanic!)
No apologies needed! I love the idea to work with tokens, and that's definitely an idea I'll keep in my back pocket as I keep testing out solutions! I'm really interested in tokens and how you spend and gain them in games that use them, so it's high on my list of mechanics to try out, whether for this game or another!
The way you’re describing Fright it almost feels like a dice-pool-backed version of Stress from Blades in the Dark! I wonder if instead of a dice pool, players could use each die like a token for one-off role play scenes, depending on the cost, that have a benefit (such as repairing their costumes, and moving the dice to their Fight pool in some cases, since they’re ready to go be super again!) So a combo of stress and what you have now--might capture that kind of moment you’re describing!
(Apologies if this is an unwelcome rumination on the mechanic!)
No apologies needed! I love the idea to work with tokens, and that's definitely an idea I'll keep in my back pocket as I keep testing out solutions! I'm really interested in tokens and how you spend and gain them in games that use them, so it's high on my list of mechanics to try out, whether for this game or another!