Overclock and end-of-session points

#Rules

OVERCLOCK:

At the start of the session, there are a eight "Overclock" points in circulation. Half of these are allocated to the players. The other half are allocated to the GM. These may be spent in play for any of the uses provided below (their cost in Overclock points is given in brackets). Once an Overclock is spent, it is given to the other side (so if the GM uses Overclock, the players gain 1 to spend later).

Some villains ("bosses") will be "Dangerously Overclocked" - a rating from 1-5. This gives them the following benefits:

Maybe have it be a more flip-the-overclock system (kinda like Genesys) where the party start the session with 0.5 overclocks per player (and the GM also has 0.5 overclocks per player), and players can "invoke a disadvantage", which drags an overclock back to themselves away from the GM. With Overlocks and bosses, still roll to see if it actually gets flipped.

Points at end were previously

Maybe now:

[INFO]- Why were the end-of-session points changed?
4 points were gainable per session. Previously, these were the ways points were gained.

  1. Brought a snack to the session
  2. Used up all the party communal overclocks
  3. Had a disadvantage come up that meaningfully affected play
  4. Worked together directly to achieve something

These were intended to encourage players to perform acitivities that would be good for the health of the game/session. (1) was to make sure everyone brought a snack. (2) was to encourage people to try the Impulse Buy system, but to also encourage higher-risk cinematic behaviour. (3) Was to make sure players actually made their disadvantages come up, so they weren't just "free points". (4) was to encourage party teamwork in piratey ways, but was intended on the more micro-level.

  1. "Brought a snack to the session" was a success - people brought snacks to sessions.
  2. ''Used up all the party communal overclocks" would only generally be a consideration in the last 30 minutes of the session, and would generally feel forced. Players were already inclined to try higher-risk activities because o the Impulse Buy system. This should be changed, and given I'm looking to revamp the Impulse Buy system it should be replaced anyway.
  3. "Had a disadvantage come up that meaningfully affected play" wasn't very successful - in general, it didn't really encourage players to make sure that their disadvantages actually affected them - it was more of an end of session thing where they'd be like "hmm oh yeah this came up".
  4. "Worked together directly to achieve something" - not sure this was successful. The party worked together because that's what parties do - I don't think end-of-session points improved this"

They will be changed as follows:

  1. This will be kept.
  2. and (3) will be merged into "invoked a disadvantage". This will encourage players to make their disadvantages come up. There is a risk here that players will get infinite Impulse Buys with this, and would potentially require the nerfing of Flesh Wounds and Buying Success.
  3. Will become "had a moment of intimacy with another player" - mirroring the Urban Shadows system - getting players to connect with one another beyond the dice.
    ?) A new one - ""
    So I'll keep
    If Overclock can be flipped, no longer get one for having a disadvantage come up. Replace with "introduced a new concept to the world". Also, with the flipping Overclocks, having "used up all overclocks" no longer makes as much sense?

Felt like everyone always got a "worked together with someone else" point. Changed this to be similar to the Urban Shadows moment of intimacy.

Overclock uses I should consider: