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<blockquote data-quote="Manbearcat" data-source="post: 7189208" data-attributes="member: 6696971"><p>I figured I'd make a quick post about the intimate system:setting integration that I spoke about above.</p><p></p><p>Starting on page 52, you get "The Faction Game."  This is a central component of play for your Blades Crew.  Here you have several intimately integrated mechanics:</p><p></p><p>1)  <strong><em>Tier </em></strong>- the measure of relative power (wealth, influence, scale) for each gang/faction in the city.</p><p></p><p>* This hooks into Action rolls and Fortune rolls where Crew/NPC Tier is relevant.</p><p>* This hooks into xp/advancement.</p><p>* This determines the Quality Level and Scale/Quality of the gangs you employ.  Relative Quality and Scale each hook into Position/Effect.</p><p></p><p>2)  <strong><em>Hold </em></strong>- How well a faction can maintain their position on the ladder; measured in strong or weak.</p><p></p><p>* Operations which reduce a factions Hold while it is weak causes that faction to go down 1 Tier.</p><p>* Tier 0 Crews with weak Hold have their lair come under threat if they lose Hold.</p><p></p><p>3)  <strong><em>Rep </em></strong>- Measures faction clout and renown. </p><p></p><p>* Completing Scores earns your Crew Rep.</p><p>* Rep is currency you spend to move your Hold from Weak to Strong or to improve your Tier rating (which moves your Hold to weak).</p><p></p><p>4)  <strong><em>Turf </em></strong>- Abstracted support for or fear of your crew.</p><p></p><p>* Turf acquired interacts with Rep in that it reduces the Rep cost to improve Tier/Hold.</p><p>* Acquired Turf increases your Hunting Grounds size/type.  Operations of your preferred type in your Hunting Grounds yields +1d to Gather Information and grants an additional Downtime Activity to contribute to that Score.</p><p></p><p>5)  <strong><em>Faction Status</em></strong> - Continuum from -3 to +3 with each faction which represents alliance at one end and outright war on the other.</p><p></p><p>* On the macro, the 7 Faction Status ratings will impact (a) the fiction generally, (b) opportunities, (c) obligations, (d) and vulnerabilities.</p><p>* On the micro, they'll impact Effect and Position and Fortune rolls.</p><p></p><p>6)  <strong><em>Claim Map</em></strong> - The available claims (eg Turf, Vice Den, Informants) currently owned by a gang and the "connective tissue" (represented by lines between Claims) between each claim.</p><p></p><p>* Initiate a Score to sieze a claim.</p><p>* Non-Turf claims affect various things like Downtime Activities, Gather Information dice pools, Engagement Roll dice pool, Coin generation, etc. </p><p>* Claims don't have to be seized "in order" (as represented by the map), but attempting "out of order" claim seizure is more dangerous and more difficult.</p><p></p><p>[HR][/HR]</p><p></p><p>There is some stuff to talk about.  If something above intrigues you, lets talk about it (I can include one of my table anecdotes to further dig down on how it impacted play).</p><p></p><p>Later (assuming interest), we can talk about District Traits and how that impacts Fortune Rolls and operations.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7189208, member: 6696971"] I figured I'd make a quick post about the intimate system:setting integration that I spoke about above. Starting on page 52, you get "The Faction Game." This is a central component of play for your Blades Crew. Here you have several intimately integrated mechanics: 1) [B][I]Tier [/I][/B]- the measure of relative power (wealth, influence, scale) for each gang/faction in the city. * This hooks into Action rolls and Fortune rolls where Crew/NPC Tier is relevant. * This hooks into xp/advancement. * This determines the Quality Level and Scale/Quality of the gangs you employ. Relative Quality and Scale each hook into Position/Effect. 2) [B][I]Hold [/I][/B]- How well a faction can maintain their position on the ladder; measured in strong or weak. * Operations which reduce a factions Hold while it is weak causes that faction to go down 1 Tier. * Tier 0 Crews with weak Hold have their lair come under threat if they lose Hold. 3) [B][I]Rep [/I][/B]- Measures faction clout and renown. * Completing Scores earns your Crew Rep. * Rep is currency you spend to move your Hold from Weak to Strong or to improve your Tier rating (which moves your Hold to weak). 4) [B][I]Turf [/I][/B]- Abstracted support for or fear of your crew. * Turf acquired interacts with Rep in that it reduces the Rep cost to improve Tier/Hold. * Acquired Turf increases your Hunting Grounds size/type. Operations of your preferred type in your Hunting Grounds yields +1d to Gather Information and grants an additional Downtime Activity to contribute to that Score. 5) [B][I]Faction Status[/I][/B] - Continuum from -3 to +3 with each faction which represents alliance at one end and outright war on the other. * On the macro, the 7 Faction Status ratings will impact (a) the fiction generally, (b) opportunities, (c) obligations, (d) and vulnerabilities. * On the micro, they'll impact Effect and Position and Fortune rolls. 6) [B][I]Claim Map[/I][/B] - The available claims (eg Turf, Vice Den, Informants) currently owned by a gang and the "connective tissue" (represented by lines between Claims) between each claim. * Initiate a Score to sieze a claim. * Non-Turf claims affect various things like Downtime Activities, Gather Information dice pools, Engagement Roll dice pool, Coin generation, etc. * Claims don't have to be seized "in order" (as represented by the map), but attempting "out of order" claim seizure is more dangerous and more difficult. [HR][/HR] There is some stuff to talk about. If something above intrigues you, lets talk about it (I can include one of my table anecdotes to further dig down on how it impacted play). Later (assuming interest), we can talk about District Traits and how that impacts Fortune Rolls and operations. [/QUOTE]
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