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It's intentional game design. 

When a "Lead" (Piste in french) is declared on a prompt, it means following it will disrupt the current story (well, in fact, the current deck). Following a Lead is a strong move by the player (and one of the only ones available in the game). When you follow a Lead, you explicitely say to the game : "I want this theme to be added to the story".

I would gladely read/play a game where this notion is twisted.

(2 edits) ( 1)

I get it : the choice is made knowingly by the player. If I were to design around this, I’d use a few secret cards, appart from the deck, that sometimes lead to a Lead (!) and sometimes are just “nothing special” flavour text or even a setback, for investigations, where asking too much questions could trigger some unwanted pushback. I like this element in noir stories.

I’ll try to oblige you and flesh this idea out before 2023.

(Piste = Leads… bon sang mais c’est bien sûr !)