How you’re rewarded for giving away the most coins, it’s completely counter-intuitive there’s a rewards/conveyance mismatch that fights affordance. And the less coins you have the better your chance at winning is; so the best tactic is often to pay to dismiss interruptions instead of weaving them in, which would’ve lead to a better story.
Two similar games which rewards giving in. In Hillfolk, giving in gives you a good token, in Svart av kval, vit av lust prevailing gives you a bad token. I’m not sure which of these two is the right approach; I’m leaning that it’s Svart av kval, vit av lust, because Hillfolk tends to be a li’l unintuitive at first.
How you’re so strongly rewarded for having only one type of outcome as opposed to a mix of outcomes.
I know these story games weren’t designed to be gamery games and I love them regardless.
For how it downplays Fudge’s USP where you can be a great detective or make a legendary shot and you don’t have get all “+2 Mace” in your roleplaying. The Fate ladder is sort of vestigially attached but in a way that’s almost more cumbersome than awesome. I miss how in Fudge you could really play it “numberless”. I’d want to do that but with the awesome additions of Fate Condendensed.