Honest question. :)
I've got my first Sorc campaign having its first session in a few weeks, and I'm getting pretty hyped, rereading a lot of the rules to make sure I'll be able to be on top of things. One of the big changes between Sorc and its predecessors is that Twists are tracked by Nature, and invoking them on an Approach must draw from the associated or 'adjacent' Nature. This is really the only change to the system that I feel a little iffy on; functionally, it adds six new 'adjustable in-play meters' per character. By my count, that's 7 (including Reserve), as opposed to the previous 2. That's a marked increase in bookkeeping, and it adds some issues for me in particular, as I like to hand out tangible fiddly bits to represent player resources like that. What I don't think I understand is what nuance to the play experience the change is adding.
I know the game is very generous on running it your own way, and provides a generous amount of support for that, so just using the Sufficiently Advanced system would probably be fine. That said, I tend to be really anal about wanting to run things 'by the book'. I'd love to know what people feel the Twist bank mechanics in Sorc bring to the experience, as I'd really like to feel more comfortable with it as written. :)





