By my scheme there are infinite resources as well - just at a step removed. You give first, then you can get.
I may switch to your setup (I've thought about it) but there's something about it that I can't quite pinpoint which doesn't seem quite right. I suppose a part of it is that I like the idea that you can be out, completely, of either resource. I'm tempted to remove the "convert memory to chain" thing to limit the XP floating around during a session, y'know? Memory could build up infinitely through escalation and scene tags.
There is also, incidentally, something bizarre about giving out XP before any of the action goes on.
Oh, fun one - I have seven chips, period. Some are white and some are blue. You likewise. (Seven because it's an odd number, and it means that my "entering the game default" is never an even spilt).
When I set a scene, I put my chips out on the table. When you swap colors, you swap with my chips, because I'm hosting the scene.
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When I apply chains to you, blue chips turn white. When I use memory, white chips turn blue.
I mean, yes, I have infinite resources. So what?
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I may switch to your setup (I've thought about it) but there's something about it that I can't quite pinpoint which doesn't seem quite right. I suppose a part of it is that I like the idea that you can be out, completely, of either resource. I'm tempted to remove the "convert memory to chain" thing to limit the XP floating around during a session, y'know? Memory could build up infinitely through escalation and scene tags.
There is also, incidentally, something bizarre about giving out XP before any of the action goes on.
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When I set a scene, I put my chips out on the table. When you swap colors, you swap with my chips, because I'm hosting the scene.
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