I haven't been drinking near my computer, and therefore have not blogged in a bit.
But I have played a game!
More specifically, ran one.
It could technically be called a "playtest", but I think that word is stupid.
The game is a multi-dimensional funhouse. The player characters are a hyper-sexed drug dealer from the future and an oddly prudish and demure flapper from 1920's land. She is in black and white and she sees everything in black and white, she's good with a gun, he is not. He also doesn't gender-identify, or does, but just checks the box marked "Yes to all".
At any rate, the duo blasted through the first "realm" I set them in. There was a bit with five people escaping in a two person sky-car that I think I should've made a bit harsher, but I tend to go with my gut, and my gut said that forcing the players to leave behind three NPCs would do nothing really but reinforce the idea that all NPCs should wear a red shirt.
If there had been a stronger motivation for one or both of the PC's to have been left behind.... tantalizing.
I've ran very little of the system we're playing and I'm learning much.
Firstly, it requires a light touch.
In a D&D game, to teach a player that knives are dangerous, you stab them.
In this game, you show them the knife.
There is a snap response and sharp corollary between violence and death. Ramping up the tension is something that must be feathered like a touchy throttle. I can't just throw waves of goblins at them and watch them cringe as their hit points get low.
I have to show them a really big fuck'n knife, introduce them to the man who uses it, and then let him wax poetic about how he's going to wear their tummies like a mask.