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:
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.