Looking at the Quickstarter rules I've noticed something that looks unbalanced to me (not that I'm obsessed with game balance like some precious snowflake). Let me explain (I hope I've understood the rules correctly);
When PCs gain Momentum they must spend it or bank it, but they loose some of the banked Momentum, "At the end of each scene, and at the end of each round during an action scene, the group loses a single point of saved Momentum from their shared pool."
Firstly, I'm assuming the loss comes off the pool weather the group earned any Momentum during that scene round or not. Is that correct?
That sounds fine. Whittling away at their Momentum stops the group form accumulating a huge amount of Momentum and unbalancing the game.
NPCs also get Momentum.
One aside. The mechanics around NPCs only makes sense if they are antagonists not allies. I think this should made explicit in the rules when referring to these NPCs, that they are foes, not ally NPCs, otherwise it might get confused with the NPC members of the party.
In any case. The rules for NPC Momentum are; "Similarly, the gamemaster does not need to keep track of any Momentum earned by non-player characters. Instead, any unspent Momentum from non-player character skill tests are added to the Doom pool, and can be spent by the gamemaster as Doom."
That means, when the foe NPC gets Momentum, they can do bad things to the PCs immediately. But if they don't spend it, they don't pay any penalty like the PCs have to. Instead all that earned Momentum gets converted into Doom, which can also be used against the PCs. In addition, that Doom is not whittled away like Momentum is for the PCs. I think I'm reading the rules correctly here.
This seems unfair/unbalanced as it gives the foe NPCs an significant advantage over the PCs in the Momentum economy. It feels too GM vs players (at least for my tastes).
I'd be interested to know if I'm not understood the rules correctly, if they've inadvertently been written incorrectly/ambiguously or if that is indeed your intention.
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