I think as some friends of mine have pointed out, the most interesting part of the game is the memory interface. How players or rather characters can gain and lose memories. As such, I think a lot depends on how memories are handled, and how you get new ones and such. I think another important [...]
Archive for the ‘Juiced Rider’ Category
The rules as they stand state a couple of things: While on missions, Zero Mind must be higher than Temporary Self. When Temporary Self goes to 0, reduce (permanent) Self by 1. As the rules stand, there’s no reason not to have Temporary Self at 1 and put all the beads into Zero Mind, which [...]