Rules Options
Rules options aren't official errata (see here for
official errata to Covenant∞), they're ways to customise the game to your preference, with notes on how those modifications will impact play at large.
Convention & Motif Switch
In larger games (4+ players), even with quick cutting, some players will be watching the main scene while waiting for their own turn. This can be annoying. To give them something to do, switch control of the convention and motifs to those not directly in a scene. So if they narrate in something on top of an involved player's action, they can give that player the reroll...
Categorised Traits
If you find that the group feels like every conflict is about crow-barring in traits, this option will help (though being more critical as a group will too!). Assign each trait (not relationships) to two arenas, it can only be used in those. So Quick of wit - Social/Other.
Play without Arenas
I tend to use this option in demo games, because arenas are a bit more complicated to explain quickly and can break the flow if you don't expect them. One you get used to them in play, they add some neat dimensions, but not everybody likes them.
If you find switching arenas breaks your flow of play you may wish to try without them. However be aware of its effects:
- you have to be more harsh as a group in your judging of whether a trait is appropriate, as anything can be thrown into a conflict at any point as the arena no longer acts as a limiter.
- you lose the option to retry a failed conflict goal in a new arena, and the reversals in fiction that causes.
- consequence buildup will be slower
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