A selection of thoughts about the previous three posts.
1. Is alignment really what you want to go with? I might prefer something in character motivation or drive there. The idea of alignment is pretty loaded in the hobby so I might avoid it. I think something like drive is a little more personal anyway and could be more directly tied to playbook concerns.
Payoff - if you are going to treat the factions as quest givers, it might make sense to tie the faction game directly into the payoff for the score, both positively and negatively.
2. Company types - those all seem playbook indexed to me. Here's the question, are you planning to go with the Blades model where each player can take any playbook, or the DW model where the PBs aren't duplicated? In the second case I think you could lose the Company idea entirely and base that part on playbook stuff (i.e. reflecting the playbooks in the group). The game is already pretty strictly indexed to exploration and whatnot anyway and these companies seem a little bit redundant in terms of what they bring to the table for advancement and framing.
3. Legend and Quest - what is the thinking behind adding legend for being at war with another faction? Other than modelling that bit of Blades? It doesn't really track as legend the same way it does at heat. How about: +1 for a powerful foe; +1 for gaining a relic (significant magic or treasure, not just coin); +1 for defending the town (or a selection of specific factions based on playbook options). There's also the option to add options here from playbooks. I like the idea that truly legendary treasures should add +1 though, that's cool.
Quests - this seems like a perfect moment to allow a character a spotlight moment. I think treating this as something other than a special kind of adventure that the whole party can go on is probably a missed opportunity. If it's always high tier, and if it interrupts other downtime stuff, there's still a negative, above and beyond any specific failure conditions. The quest is, in a way, the capstone to one chapter of the party's legend, and it seems like they should all be involved. That's my take there anyway. I'm not sure exactly how, but if they were different than normal scores, it might feel very cool and special for the players, even though it's actually a problem and not a boon.
More generally, I like that you're sticking to Blades as the model, that's how I'd approach this as well - by starting with what's essentially a reskin. That said, I'd also be on the lookout for places where an actual change would serve to really advance what this game is trying to achieve in terms of story and feel.
1. Is alignment really what you want to go with? I might prefer something in character motivation or drive there. The idea of alignment is pretty loaded in the hobby so I might avoid it. I think something like drive is a little more personal anyway and could be more directly tied to playbook concerns.
Payoff - if you are going to treat the factions as quest givers, it might make sense to tie the faction game directly into the payoff for the score, both positively and negatively.
2. Company types - those all seem playbook indexed to me. Here's the question, are you planning to go with the Blades model where each player can take any playbook, or the DW model where the PBs aren't duplicated? In the second case I think you could lose the Company idea entirely and base that part on playbook stuff (i.e. reflecting the playbooks in the group). The game is already pretty strictly indexed to exploration and whatnot anyway and these companies seem a little bit redundant in terms of what they bring to the table for advancement and framing.
3. Legend and Quest - what is the thinking behind adding legend for being at war with another faction? Other than modelling that bit of Blades? It doesn't really track as legend the same way it does at heat. How about: +1 for a powerful foe; +1 for gaining a relic (significant magic or treasure, not just coin); +1 for defending the town (or a selection of specific factions based on playbook options). There's also the option to add options here from playbooks. I like the idea that truly legendary treasures should add +1 though, that's cool.
Quests - this seems like a perfect moment to allow a character a spotlight moment. I think treating this as something other than a special kind of adventure that the whole party can go on is probably a missed opportunity. If it's always high tier, and if it interrupts other downtime stuff, there's still a negative, above and beyond any specific failure conditions. The quest is, in a way, the capstone to one chapter of the party's legend, and it seems like they should all be involved. That's my take there anyway. I'm not sure exactly how, but if they were different than normal scores, it might feel very cool and special for the players, even though it's actually a problem and not a boon.
More generally, I like that you're sticking to Blades as the model, that's how I'd approach this as well - by starting with what's essentially a reskin. That said, I'd also be on the lookout for places where an actual change would serve to really advance what this game is trying to achieve in terms of story and feel.