Masqueraiders Test Ride
Masqueraiders refactor preview. I'm trying to reduce the "Defy Danger"-itis of Strike by creating a framework that formalizes pre-establishing what tactics are viable and which ones aren't midfight - and giving players the power to force the issue in their favor.
Anyway I spent the past week completely refactoring how my game MASQUERAIDERS handles detective work. Figuring out how to model all the exciting elements of an episodic mystery solving series like Kamen Rider W or Leverage is really hard, especially without becoming claustrophobic or formulaic.
Working on MASQUERAIDERS some more. I've redesigned one of the moves for the Conjurer playbook to have a stronger mechanical identity. Push your illusory powers to their limits and create a distorted world that gives you and your allies more flexibility in saving lives and bringing down Marionettes!