I’m glad I took the time to play the flash lay. It had a definite Chris feel to the mechanics, and it reminded me of Dragon Age: The Last Court (TLC) hunts (a good thing) minus a lot of the polish those had.
[spoiler]The Issue (IMO)
For example I would say 30 actions is pretty reasonable length for the Lay, but it feels long because there’s no sense of progress. In TLC hunts for example, there was a progress bar and you could watch as you gained on your prey growing closer and closer. The end condition of the hunt auto-fired as a Must immediately once you had enough progress, but you could miss, lose progress, and get a chance to try again (at an advantage) if you had time left. The main complaint I have about the Lay is without a sense of time or a way to keep tabs on progress it feels like you aren’t making progress and are just aimlessly trapped and flailing about.
Hunts in TLC had an interesting 'time is running out’ mechanic. You had until the end of the day to catch your prey or else it got away. Every move you made cost some amount of time, similar to how Cat and Mouse cases with the implacable detective card works in Fallen London. This gave you an incentive to sometime pick the riskier options or to take on a voluntary menace quality because you were up against the clock. Maybe you choose to leave your hunting party behind because they are slowing you down, and this means you cant surround your prey on the final move. Or maybe you choose to drag your party with you into the thick brush creating a lot of noise (making progress harder). The important thing here is it made you very aware how close you were to the end condition. You are a lot more aware of how many more moves you have left. It adds a sense of time and urgency, and keeps you engaged in planning your actions.
I believe the Hunt menace events were scripted to occur at specific levels of progress (ex. 50%, 100%) as well as popped up as potential choices on cards. Here in the Flash Lay, menaces seem to be things that happen to you by blind chance. Blind chance menaces which are beyond your control (ex Suddenly you get caught snooping around a door: gain a suspicion or gain a scandal) don’t really have the same impact as menaces you bring upon yourself through informed self-sacrifice. The inconvenient contact had the feel of being a burden you choose to take, as I like to see, but again there didn’t seem to be any incentive to do so such as a deadline. Improved EPA isn’t a super great incentive when you consider there are other simpler and less chance based grinds out there. Maybe the idea with the Flash Lay is your stats aren’t supposed to be good enough to let you take your time on the Lay, and the menaces are your timer, but that feels a bit clunky to me and it sort of feeds into this feeling that no progress is being made.
Three things I would recommend based on this is 1. having the end of the Lay autofire when the progress goal is achieved, 2. find a way to make progress more visible (a bar is nice, but I’d understand if this is rejected for not fitting the aesthetic of Fallen London), 3. introduce an incentive to chose the riskier options such as a time limit on how long you can be gone from your normal life before someone notices.
Potential Add-ons
There were some cool features TLC hunts had that don’t have a counterpart in the Flash Lay but which could be neat to see in the future. I see the current content as a test of the stripped down core mechanics, and these other features as potential polish for the future.
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Different prey at the same difficulty - This worked like picking your reward for cashing in dramatic tension in the War of Assassins carousel. TLC hunts offered a broad selection of rewards without changing the overall difficulty significantly. It was nice being able to pursue specific rewards.
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Starting Boons - At the start of each hunt you had the opportunity to prepare an advantage or boon before heading off into the wilds and leaving your normal life behind. Maybe you packed extra provisions, a one time menace reduction per hunt. Maybe you left early to get a little extra time. If you were the acquaintance of a specific companion who was known for being a prolific hunter you could take them along and gain progress more easily. The choice of boon opened and closed opportunities accordingly and gave each hunt a different feel even if the cards were the same from hunt to hunt.
3. Variable difficulty/Area Movement - TLC hunts had two zones you could move between either using supplies or by using a specific movement card. The first area was an easy difficulty forest area where progress was slow, but menaces were rarer and you were unlikely to fail challenges. The second area was the deep woods and it had riskier options, gave more frequent menace cards, but as a boon you progressed much faster. The mid-point hunt scripted menace event would move to this area if you chose one of the high progress gain menace options (ex. "quick chase after your prey, alone, into the deep woods or stay here and lose a bit of progress [this will remove your hunting party]"). I liked that sense of progress, that as you drew closer to the end things got harder or you moved to a new area. The closest similar thing I can think of in Fallen London is how the cards change with Troubled Waters when zailing at zee. The change in cards makes zee voyages have a definite progression feel. Troubled waters acts the opposite of what I recommend above and is a risk disincentive rather than a risk incentive, but the concept is similar.
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Quirks gain - There’s quirks drains in the Lay, but no quirks gain as far as I could see. If there’s enough randomization and drains in the content that it can’t be readily farmed for quirks (no more than the opportunity deck can in regular FL) then it might make sense to have some quirks gains spread around in there as well. One of the things I really liked about TLC was how the "stats"/quirks there played off one another and the player was sort of tasked with a dynamic juggling act of choice and consequence and that could be nice to see here too (it’s an ideal).
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The demon bear / the bard is kidnapped - !!! TLC had a few hunt related key events where you encounter a hunt that is harder than any other, but was either on an epic scale or was of significant personal investment (such as reclaiming a kidnapped lover). A one off tough flash lay of a specific individual of some importance could be quite thrilling compared to the general riff-raff of a common flash lay of people we never heard of before. Anyone can rob a random spirifer, but imagine a quest to rob specifically one of the Masters, or like to trick your way into the confidences of a high ranking New Sequencer.
The Good
I’d like to end off this long post with some positivity. I liked the writing and the feel of this content. The flash lay has good core mechanics. I really like the feel of potential here. I’ve seen how this type of content can be used and I look forward to seeing it more fully implemented and further polished.[/spoiler]
edited by NiteBrite on 12/20/2015