how easy it is to get fired (frustration > threshold, where threshold is higher for later phases)
how easy it is to run out of energy
how much you can affect the con score [I would like this to be zero-sum over all scenarios played randomly]
Also by the player's choice of
experience - makes it easier (mostly) by giving you higher success probability on random events involving skill
fandom - affects how you interact with fandom-related info (can be good, if you know how fandom specifically will react; or bad, if you get affected "like a fan" by a thing).
Deja-vu should have positive and negative effects:
can hint the best course of action / give you a second chance to notice a thing you miss randomly
can also frustrated the Committee if you follow the weird conversations too much and make them think you're flaking out
Game difficulty is set by:
how easy it is to get fired (frustration > threshold, where threshold is higher for later phases) how easy it is to run out of energy how much you can affect the con score [I would like this to be zero-sum over all scenarios played randomly]
Also by the player's choice of experience - makes it easier (mostly) by giving you higher success probability on random events involving skill fandom - affects how you interact with fandom-related info (can be good, if you know how fandom specifically will react; or bad, if you get affected "like a fan" by a thing).
Deja-vu should have positive and negative effects:
can hint the best course of action / give you a second chance to notice a thing you miss randomly can also frustrated the Committee if you follow the weird conversations too much and make them think you're flaking out