Amen! Tell us more about how this works in actual play.
In actual play it works out that almost anything you do - as Monsters - will almost inevitably lead to you exposing yourself and attracting 'trouble'. Lone monsters can be powerful, but not so powerful that even local law enforcement or a revenge-seeking family member of a victim can't do you harm. It's pretty much a necessity to work together to maximise survival chances and cover assorted bases.
Amen! As the PCs do not feed together, their individual "feeding scenes" would not involve the other players at the table, aka they go on solo quest.
While I would not skimp too much on the feeding/transgressing scenes, whittling them down to a dice roll as White Wolf sometimes does, I think the nature of the game encourages other players 'voyeurism' and it shouldn't take too long, plus everyone will get a turn in the spotlight and as you're all in a broadly similar location and rely on each other there should be some interest. In longer-term games this might become repetitive, but in normal circumstances less so I think.
Amen! How do you run that at your table and keep the other player's involved?
By it being gross, and by them being invested in you not bringing hunters down on all of them
The consequences effect everyone.
Amen! Make this happen! There's something extra fun about getting a RPG in the same box as your fresh undies and toilet paper.
I've approved the print proof, but a lot depends on whether Amazon and other resellers will allow a book with 'Fucking' in the title.
Amen! More about actual play.
There's been a few requests for this, so I thought I might write out - or record - a proper session. I have trouble with motivation and confidence when it comes to recording games though.
Amen! What pitfalls should GMs be aware of?
Moreso than in other games I think this may attract a degree of edgelordery that can go TOO far, even though that's explicitly part of the point of the game you don't necessarily want to indulge someone's paedophillic fantasies - for example. I think, like all RPGs, this is solved by maturity and unwritten social contracting around the table and is better served that way than by something dumb like 'X Cards', but perhaps an essay explicating that with some examples would help.
I also think many GMs have learned NOT to be ruthless with players and to treat player death with kid gloves, that 'programming' can be hard to overcome (and it's not something I personally enjoy in a lot of games) but it's thematically necessary in AFM.
These aren't really pitfalls of the rules, but in playing style and conventions. Harder to 'fix'.
Plus, y'know, people are entitled to play your games any way they want.
Amen! And why not a Kickstarter? AFM doesn't sound like anything else on the market, and I could see the concept grabbing eyeballs.
Because I am a grumpy old curmudgeon.
Here's the cliff notes version as to why:
1. If a project doesn't NEED crowdfunding, I don't like to ask for crowdfunding. I think it should be reserved for projects that need it and hate how it has become pre-ordering.
2. Crowdfunding is a huge stress and pain in the arse.
3. I didn't want to crowdfund when I have another crowdfunding project on the near horizon.