So the economy of actions in this game may involve the issue of sacrificing or taking on disadvantages to overcome obstacles. Plusses 1. Players need to decide when it is worth it. + 2. There are consequences 3. Players choose when to suffer lasting consequences not the dice 4. Players get second chances (no automatic failure). Minuses 1. Bookkeeping (limit to scenes) 2. Potential for abuse (take disadvantages at the end of a scene). 3. Potential for failure in spite of taking disadvantages. Interesting 1. Can disadvantages be good for role-playing? How? 2. When do they wear off (I am thinking the end of the next scene in the case of a success [even extending between episodes], end of that scene in case of failure) In keeping with my idea of a limited scope of rules of ability scores. The idea of temporary backgrounds interests me. A card the at player holds onto for a little bit then discards has some potential. So playing around with it. Twist: The Bonus card gotten only disadvantages draws of that suit. A question arises: how many times can one do this? Okay until you get a another of the same suit? That seems a decent limit, though people may not want to be disadvantaged in many ways. Perhaps allow the second disad to result in some positive result. A parting shot.