Things I want to see:
1) Change the logos you use for Purist and Pulp rules to something less abstract - I find it hard to remember which is which - maybe a gun for pulp and a magnifying glass or book for purist.
2) More clarity on Investigative spend types and any roleplaying that goes with them. I found this post in the forum by GBSteve
invaluable in this respect
3) This nugget of wisdom from Robin D Laws' Page XX article
encouraging players not to hoard pool points:
Your character does not become literally worse in her abilities as you spend points. Ability Ratings remain unchanged as you spend pool points. Point-spending is something players do on the fictional level, not something that happens to the characters in the game universe.
If your Athletics rating is 8, you are better, overall, at performing physical tasks than a teammate with an Athletics rating of 4. When making a pound-for-pound comparison, always use ratings, not pools.
However, if you’ve already spent 4 points, and your teammate has spent none, you now have a roughly equal chance of successfully performing Athletics-related tasks until the next refresh occurs. But you already have one or two successes under your belt, most likely, while he hasn’t done anything to demonstrate his athletic prowess.
You get X opportunities to shine per scenario, where X is a somewhat fuzzy and unpredictable number but unless you spend the points the likelihood of success and therefore those stand-out story moments for your character diminishes.
4) The advice on Roleplay vs. Investigative spend that was given in this forum post
was very useful to me. Specifically this bit:
Q: Something I've been thinking about a lot is what to do with interpersonal skills. Do you say which skill your going to use then let that dictate the roleplay. Or do you use them only if the player is confused or at a loss of what to roleplay, or do you just allow roleplay to dictate things and only worry about them for spends or any other solution?
A: The clue text lets you know what interpersonal ability is most likely to work on the character. It gives you an insight into their personality. However, if a character comes up with a plausible use of another ability, don't be afraid to say yes. But, it's beholden on you to roleplay the rejection of their advances if they use an ability unlikely to work, to keep the scene flowing.
If players try to roleplay an interpersonal ability they don't have, gently remind them of this and, if it's early in the game, ask them if they want to juggle their abilities to reflect the way they are roleplaying the character. Glance down at the investigators' matrix to see if they have the ability before roleplaying the rejection.
I would also hope the example new format for NPCs
in that post would be encouraged by Pelgrane Press in all future published scenarios as it makes relating optional clues to player point spends far easier ( and anything that makes a Keeper's job easier is a good thing ). Example given in that post:
So, Dr Leviss, occultist:
Susceptibilities: Flattery (of his great intellect), Reassurance (that they share his goals), Credit Rating (he is a social climber), Occult
Marginal: Intimidation (only actual physical pain rather than threats), Theology (a sneering but knowledgeable dismissal of it)
Resistances: All others
5) All the stuff from Robin D Laws' GUMSHOE GM Troubleshooting column from Page XX
6) Bit more clarification/examples of Credit Rating point spend/effects in game as per this forum post
7) The example fight with the ghoul
is useful The First Aid rule change for stabilising severely injured players
( obviously )
9) Some guidance on outdoor rules. As a very sedentary human being I have no clue as to how far people could trek in a day and often characters end up in jungles, deserts, mountains etc. I would like some guidance on how much equipment characters can carry and how much ground they can traverse in a day. Devourers in the Mist
gives some rules for survival ( water, food, fire, shelter ) but we also need a bit of info on trekking/mountaineering as related to player abilities.
10) Some other new rules that have cropped up since:
General Ability Spends ( from Devourers in the Mist ) but needs some more examples with specific ability costs.
The Drop - I still don't understand when and why I would use this "rule"
Auctions - From "Bookhounds" and also Robin's Page XX column has touched on some sort of new auction mechanic.
What I don't find necessary:
1) All new monsters from published scenarios pulled into the bestiary
2) All new spells from published resources pulled into the magic section ( although the actual magic rules should be brought upto their current mechanic version )
Edited by Tony Williams, 21 March 2012 - 02:46 PM.