Some highlights: a songbird hireling, an orange dragon who turned out to be responsible for the wererabbit plague, a hero possessed by the Fox God and a magic bottle opener used as a thrown weapon.
Originally, I thought a game would take an hour or so. The first playtest session took around three hours. While I'm not against longer games, I'd really like White Books to run under two hours. Ideally with a way to tune the duration anywhere within 1-3 hours.
The current rules state that each one of the three acts is over when every player has: 1) read the act's event/question/rule on their book and 2) triggered their move if their book has one for this act.
This obviously makes each act too long with five or six players, and possibly too short with three players. I'm considering options, but I thougt I'd ask the hivemind: what other ways are there to pace the game?
- Real time (an act is half an hour)
- Fictional objectives (reach the deepest level to fight the lich)
- Dice rolls (the next act starts when somebody rolls a 1 on a move)
- What else?
- a keyboardStories and things, 2002 - present
- Archéon, Oriflam, GLI, Fnac, Monte Cristo, Nouvel Oeuvre, Studio Kortex (my own microcompany), France Telecom/GOA/Orange
- UPPA, ESSAC (Pau)
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