In response to A:
Next to no antagonists? I know I tried to address this concern before, but I'll give it another shot. Just as stories set in the Star Wars universe are not limited to killing Imperial Stormtroopers and commanding officers and taking down the Emperor and Vader (as much fun as that is), Mistborn stories are not limited to killing Steel Ministry Obligators and House nobles and taking down the Lord Ruler. I think most settings can be reduced down to a handful of types of antagonists, they are just given differing personalities and abilities to make them seem
unique. For example, while D&D as a setting has a plethora (I love ĄThree Amigos!
) of monsters to choose from, many are just variations on the monsters that the heroes have already overcome. A lot of it can come down to description.
Additionally, there are lots of different types
of conflicts and not all of them are physical. Gambling, racing, smuggling, long cons, smear campaigns, etc. They don't provide a "villain-of-the-week" in the book, but give you the tools to create your own. One Obligator might have a penchant for a game of shelldry; another might look out for orphan skaa children, but relentlessly persecute his skaa servants. How about a Steel Inquisitor that never runs anywhere. Instead, his heavy walk telegraphs his coming. He knows you can (and will) run away, but likes serving as a reminder that you will never truly escape. He believes your death is inevitable.
In response to B:
If you want to permanently acquire wealth and cool stuff, you buy it with advancements. The rules are
there. Now, if you want to be able to keep every last thing you pick up (regardless of relevance to the story at hand), you're right, the rules don't support it. And neither does the story the rules are based off of. Do any of the heroes count coins? They want more wealth, but aren't scrimping and saving every last boxing and clip to do so.
Part of the disconnect for me comes from past experiences with RPGs, where I amassed money (whether gold or credits or some other form of currency). Of course, with that mindset I also had to account for money spent on food, lodging, and all of my gear (including repairs!), which I happily don't have to deal with in this game. I can understand the appeal it might have for some people, so it certainly isn't badwrongfun to do so, but I also don't miss the extra bookkeeping. Remember, this is supposed to be a narrative and rather rules-light game. I think that the rules support that playstyle better
by cutting back on counting coin or keeping track of everything your character has ever picked up.
In response to C:
What did Kelsier's thieving crew steal in the novels? I don't remember thieving to be anything more than the method they used to further their goals, and not that the crew amassed fortunes or a whole lot of stuff that they used from then on. Again, this feels more like expectations set based on other RPGs where such actions are encouraged, if not necessary for PC survival.
In response to D:
I think this ties in with the desire to count coin (See response to B). Long breathers make it so that you don't have to track every last coin and piece of inventory every player has accrued in the game. I find it similar to the Panache and Prudence aspects of Lifestyle in Fantasy Craft. It is expected that your character spends some money during downtime. In the case of Mistings and Mistborn, it means that they also replenish their vials. So it is not just about losing what they've acquired, it is about returning to the state of having what they expect to need or at least what they typically have on their person.
In response to E:
I fail to see how other stories can't
be told. I brought up Star Wars before. Just because the main story the game is based on follows a particular pattern doesn't mean that all
stories told in the setting must follow that same pattern (though Joseph Campbell might disagree with me on that one...
). I guess I just see a setting oozing
with potential for all kinds of stories. I'll try to provide some examples after lunch.