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Faction Rules - What do we like?
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<blockquote data-quote="Fenris-77" data-source="post: 9885995" data-attributes="member: 6993955"><p>Part of the problem is that the players are asked to remember this stuff when they are only playing once a week or every two weeks. For a multi faction game a player could easily go months before faction X shows back up in the game.</p><p></p><p>Part of what I'm talking about is first, how factions are presented, and second, tracking on the players side. Both in terms of being able to reacquaint oneself with the faction status quo pretty much at a glance. Presentation matters because everything is easier to remember when format provides a set list of 'things' with the same things presented for each faction (or NPC, or dungeon room, etc). The Mausritter example above is a great example of a simple faction presentation.</p><p></p><p>I'm finding the more I fiddle with things the closer my faction writeups get to my NPC writeups. More moving parts, but the same base - beliefs and motivation.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 9885995, member: 6993955"] Part of the problem is that the players are asked to remember this stuff when they are only playing once a week or every two weeks. For a multi faction game a player could easily go months before faction X shows back up in the game. Part of what I'm talking about is first, how factions are presented, and second, tracking on the players side. Both in terms of being able to reacquaint oneself with the faction status quo pretty much at a glance. Presentation matters because everything is easier to remember when format provides a set list of 'things' with the same things presented for each faction (or NPC, or dungeon room, etc). The Mausritter example above is a great example of a simple faction presentation. I'm finding the more I fiddle with things the closer my faction writeups get to my NPC writeups. More moving parts, but the same base - beliefs and motivation. [/QUOTE]
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