I backed this on Kickstarter and then played it in an online convention that replaced a regional convention when the pandemic broke out. Here are three things that we learned that might help others have a good experience:
- Get a small notebook, steno sized is fine. At the top of the first several pages, put one of the key questions you have to answer when you Jump To Conclusions. So at the top of page 1: What is the Nature of the Area?, top of page 2: What caused the Fall?, etc. This way when you Jump to Conclusions, you never forget a question and you have plenty of room to cross off your previous thoughts and write a wholly new one if the fiction has gone in that direction.
- When introducing the game to new people, emphasize that, other than Lore, everything you say must be introduced with a light touch. You are gonna say some cool stuff that is going to get overlooked or misinterpreted by the other players. You have to always have your Conclusions but you can't hang onto them so tightly that you can't change your mind about what's actually happening. If you have a really cool thing you DON'T want people to overlook, you will have to introduce it in a piece of Lore.
- Lay out the full economy of each act at the beginning of the act. Be sure everyone understands how many scenes there are, and how many are required to be danger scenes. Walk all the way through the epilogue when explaining Act 3, including that there is only one scene at the end to show how things change as a result of the wanderer's journey.
We had a great experience with this game, it has similarities to classics like Swords Without Master, Dirty Secrets and Primetime Adventures. Highly recommended.