Our brave adventurers finally got into the dungeon of the Moathouse, thought not exactly how they expected to. Here is the AP report. http://www.seannittner.com/actual-play-flight-into-darkness/
As usual, I was very happy with the game but still left with some questions.
Okay to give advantage dice for good ideas, making clever use of tools, etc? I know the clever idea rule (from the misdirected mark interview) but in hedge cases where an idea isn’t a sure fire success, but should aid, I went with a +1d advantage. Kosher?
Is scrounging for supplies (torches, rations, etc) during the adventuring phase okay? It seems to go against the grain of the phase system, but so long as I can still add twists and conditions for failures, it’s not like I was making it easy on them.
I’d love to know how the conflict system works with stones, and individual dispositions. After the game I listened to the Team Covenant interview Luke and Thor and it sounds like the idea for dividing disposition between the players and then having them get knocked out of the conflict is pretty awesome, but I’d like to know more before I implement it.
Inter-party conflicts during the adventuring phase? I ruled that the majority ruled (hearing the Team Covenant interview, it should have been the Leader made the call) and that the affronted party member would have to take it up as an action (or possibly just a discussion) during the camp phase.