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Critiquing the Conjunction : Forked from the Great Conjunction
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<blockquote data-quote="CardinalXimenes" data-source="post: 4717018" data-attributes="member: 58259"><p>And some commentary on your useful critique:</p><p></p><p>This bit did concern me during development. The mechanics are just plain boring for completely nonmagical PCs, and any PC that doesn't emphasize development on building their Octant powers is going to run out of interesting mechanical ways to develop in a hurry. I was willing to make that bargain because the game was supposed to be about magic, but that doesn't make life any more interesting for the mundane types.</p><p></p><p>It's true that Octants need an extra helping of Flavor rather badly. I had to squeeze things hard to fit it within fifty pages and two months, so if I come back to revise this, I'll have to think more about flavoring.</p><p></p><p>I really should have spent more time calling out the consequential effects of flux tokens. The original system I had in place was a rather intricate affair of powers that boosted and sapped Octants to result in two Servitors dueling to get the magic they needed to unleash their major powers on each other. It was also a combinatorial nightmare that probably had a trivially optimal tactic to anybody willing to look hard enough and severely punished PCs who were playing a GM who was much better at the minigame than they were.</p><p></p><p>What ended up left over was the flux tokens. The idea is that PCs can't simply open up with their strongest powers. They have to boost their Octant ranks to access them, and they can only do that so often each day. Furthermore, the process of boosting ranks is 'noisy', and liable to alert Servitor enemies that somebody's buffing up. Because many Degrees and spells use up a character's power action for the turn, the PC is given the choice of either firing off a weaker Degree/spell or boosting ranks to launch a more potent one later in the fight. This is emergent behavior, though, and I really should've pointed it out in the text.</p></blockquote><p></p>
[QUOTE="CardinalXimenes, post: 4717018, member: 58259"] And some commentary on your useful critique: This bit did concern me during development. The mechanics are just plain boring for completely nonmagical PCs, and any PC that doesn't emphasize development on building their Octant powers is going to run out of interesting mechanical ways to develop in a hurry. I was willing to make that bargain because the game was supposed to be about magic, but that doesn't make life any more interesting for the mundane types. It's true that Octants need an extra helping of Flavor rather badly. I had to squeeze things hard to fit it within fifty pages and two months, so if I come back to revise this, I'll have to think more about flavoring. I really should have spent more time calling out the consequential effects of flux tokens. The original system I had in place was a rather intricate affair of powers that boosted and sapped Octants to result in two Servitors dueling to get the magic they needed to unleash their major powers on each other. It was also a combinatorial nightmare that probably had a trivially optimal tactic to anybody willing to look hard enough and severely punished PCs who were playing a GM who was much better at the minigame than they were. What ended up left over was the flux tokens. The idea is that PCs can't simply open up with their strongest powers. They have to boost their Octant ranks to access them, and they can only do that so often each day. Furthermore, the process of boosting ranks is 'noisy', and liable to alert Servitor enemies that somebody's buffing up. Because many Degrees and spells use up a character's power action for the turn, the PC is given the choice of either firing off a weaker Degree/spell or boosting ranks to launch a more potent one later in the fight. This is emergent behavior, though, and I really should've pointed it out in the text. [/QUOTE]
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