* Hot really, really seemed to dominate the game, both in terms of being awesome and also how much it got used. Strings are the killer app, and Hot feeds into the only basic move that can create strings.
Yeah. That's a problem I'd identified in previous playtesting as well, and one that's targeted with the (soon-to-be-finished) new version. Several other moves generate Strings. Also, the stats are collapsed down to 4 (Hot, Cold, Volatile, Dark), and Hot still only gets Turn Someone On. So... agreed, and it's something I'm working on balancing out.
* Overall there seemed to be far too many moves where I was getting Hold (exciting!) and then spending all of it to avoid bad stuff, instead of get good stuff (deflating!)
Agreed. Those are largely stripped out of the new version. I went a little haywire with that technology, and I don't think the game benefited. That's another reason that Turn Someone On was valued above other moves, I think: the other moves penalized you on a 7-9, and didn't really celebrate a 10.
* I really, really wanted to use 'lash out at someone' to lash out emotionally at someone. Every single PC in our game had Volatile highlighted, and it was rolled I think 4 times -- 3 of which were to get out of a situation. And none of those situations were necessarily violent -- it was all stuff like 'avoid detection' or 'postpone consequences'. I know that the source material does have inevitable periods of real physical conflict, so maybe it was just our game that never went there, but somehow I feel like this stat could do double-duty. I think I mentioned this to you and you said that 'shut somebody down' was meant to be the social/emotional equivalent of lashing out -- I can see that, on one level. But on the other level there is no way I pick a stat line with a high 'cold' if I want to lash out at people emotionally -- I pick a high 'volatile', and not just because I see 'lash out' next to it on the character sheet. So this might just be a labelling issue, but I don't know.
This is largely a labelling issue. And also an issue that the old Emotional Attack move sucked (Shut Someone Down).
The moves are now labeled:
When You Spurn Someone...
When You Lash Out Physically...
They're in different stats, because there are several classes (Vampires, Infernals, Werewolves) that are awesome at one but shitty at the other.
The omission of the "read a sitch" or "read a person" moves or some equivalent was a little disorienting. We found some ways of working around it using the fiction or by invoking the abyss, but it seems like there should be some way to get information on a rival through mundane powers of observation.
This omission is super intentional. It's high school. If you know how to evaluate the emotions and agendas of those around you, then clearly you're a mind-reading headcase or something.
However, I've created a bit more "read a sitch" opportunity, baked into Hold Steady (what was previously called Try To Keep It Together):
When you hold steady, in a scary or tense situation, roll with frigid. On a 10 up, you keep your cool, and choose two:
ask the MC a question about this situation; remove a condition; carry 1 forward to your next roll this scene. On a 7-9, you keep your cool, and choose one: you don’t let your fear show; any option from the 10 up list.
Relevant bit italicized.
THANKS FOR THE FEEDBACK, GUYS!