Heh. I think I like this, especially Full Of It. Some feedback, though:
1. The requirement for taking the class seems a little weird and maybe a little too mechanical. Maybe requiring you to fail spectacularly at something you by all rights should be good at would be better?
2. Not really fond of We Grow Best Through Adversity. The first effect rewards you for trying to steal someone else’s spotlight (bad consequences are part of the spotlight, too), and the second effect lets you make their lives harder whether they like it or not. It really takes away the other player’s agency and screws with the gm/player narrative divide as-written, which is a no-no for me. If there was more collaboration involved somehow I’d like it more.
Love it
Great idea, thank you for that.
Heh. I think I like this, especially Full Of It. Some feedback, though:
1. The requirement for taking the class seems a little weird and maybe a little too mechanical. Maybe requiring you to fail spectacularly at something you by all rights should be good at would be better?
2. Not really fond of We Grow Best Through Adversity. The first effect rewards you for trying to steal someone else’s spotlight (bad consequences are part of the spotlight, too), and the second effect lets you make their lives harder whether they like it or not. It really takes away the other player’s agency and screws with the gm/player narrative divide as-written, which is a no-no for me. If there was more collaboration involved somehow I’d like it more.