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Rafael Cupiael's avatar

Set Goals serve many functions. Gold is indeed written in a way that plays heavily with dramatic irony and a strong separation between character knowledge and player knowledge. I think it’s worth pointing out that characters don’t have to pursue the Set Goal at all - they can completely ignore it. What matters is that the players know it’s an available option.

Additionally, if the Set Goal is important to the players but they find its resolution boring or feel it’s too risky for their characters, they can always spend Hunt Tokens to just resolve it :) That way, they can also create a fast montage out of what would otherwise be monotonous fiction or avoid the risks tied to that goal’s resolution in fiction.

Great post :) I think there’s also an opposite extreme, where there’s so much visual information available that it becomes confusing. I had that experience playing Icarus an endless number of times - every action generates an index card that goes on the table. These cards are meant to represent the state of the city, but at some point, there are so many that it becomes completely unreadable.

In those cases, I think it might be helpful to use classic mind maps with a hierarchy of topic + color + size.

Most of my story game sessions happen online, though, so I usually rely on Miro for that kind of thing :) And also 12 open PDFs during every session of The Between :D

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