When Conan 2nd edition came out, I dutifully bought it. However, since that time I have not had the opportunity to play any Conan, so I've never tried out any of the small rules changes in play.
One new thing in 2nd edition is that there are now some more uses for Fate points, and there is a Foreshadowing mechanic, which is a way for characters to regain Fate points. I have two questions regarding this:
1) For those of you who have tested Foreshadowing in play, how does it work out? I like the general idea behind the mechanic (that players can leave some input on what they want the game to focus on), but I think the implementation feels a bit wonky. My concern is that, since Fate points are so sweet to get, players might be encouraged to Foreshadow events that are very likely to happen ("I get attacked" as opposed to "My lover betrays me and runs off with my best friend"). Also, it seems to me it might have been cool if you only received Fate points when something bad happened to your character ("I loose my magical sword" as opposed to "I find a magical sword"), with the number of Fate points depending on the severity of the event. This would let the players make a trade-off instead of just getting freebies for something beneficial happening to their character (Spirit of the Century does something like this, if you are aware of that game). Don't know, though, Foreshadowing might work out better than I think in play.
2) It seems that Fate points are now meant to be much more common in 2nd edition (because Foreshadowing lets you renew them). Has this changed how players spend them? Are any of the uses of Fate points other than Left For Dead more common? (In my 1st edition games, Left For Dead was always the only thing Fate points were ever used for.)
One new thing in 2nd edition is that there are now some more uses for Fate points, and there is a Foreshadowing mechanic, which is a way for characters to regain Fate points. I have two questions regarding this:
1) For those of you who have tested Foreshadowing in play, how does it work out? I like the general idea behind the mechanic (that players can leave some input on what they want the game to focus on), but I think the implementation feels a bit wonky. My concern is that, since Fate points are so sweet to get, players might be encouraged to Foreshadow events that are very likely to happen ("I get attacked" as opposed to "My lover betrays me and runs off with my best friend"). Also, it seems to me it might have been cool if you only received Fate points when something bad happened to your character ("I loose my magical sword" as opposed to "I find a magical sword"), with the number of Fate points depending on the severity of the event. This would let the players make a trade-off instead of just getting freebies for something beneficial happening to their character (Spirit of the Century does something like this, if you are aware of that game). Don't know, though, Foreshadowing might work out better than I think in play.
2) It seems that Fate points are now meant to be much more common in 2nd edition (because Foreshadowing lets you renew them). Has this changed how players spend them? Are any of the uses of Fate points other than Left For Dead more common? (In my 1st edition games, Left For Dead was always the only thing Fate points were ever used for.)