Yesterday I GM'd the rules-lite espionage RPG Wilderness of Mirrors. It was a lot of fun, but we ran into a few snags and hurdles. Nothing we couldn't overcome, but the next time I run it, I'll definitely be using some house rules to dodge those problems. Here's links to three posts I wrote this morning about bits I found to be problematic, and how I intend to fix them:
Despite those fairly large snags, the game delivered on fun. It's just that it was the sort of fun where everyone comments repeatedly "this is silly and needs to be fixed". Those three house rules should fit the bill.
My players came up with some great mission details. By actively giving them some subplots at cross-purposes I was able to promote a little bit of treachery despite the superfluous piles of Mission Points. One PC sacrificed herself to kill the big bad, another PC eliminated a personal enemy that the group was ordered to abduct and convert, and a third PC tried hard to get the second one killed but kept failing. I consider myself lucky to have such a fun group to game with.
I'd previously blogged about Wilderness of Mirrors a few weeks ago, identifying my favorite part and a few early red flags, should anyone be interested in reading more of my thoughts on the game.
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