MemberJuly 14, 2021 at 6:32 amFounding Member Premium Member
Ok, I’ll start…..I was working on a skydiving game and wanted to emulate the intensity of the freefall. I decided to have the players draw first, resulting in limited time to make a decision and increasing the pressure on the players. I couldn’t have been more wrong! The end result was an AP riddled snooze-fest. I hadn’t realized that the delayed decisions were actually slowing down the game, taking the players right out of the Freefalling Mindset. I quickly changed the draw back to the end of a players turn, so they can plan their move between turns. Oops!