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Faction Rules - What do we like?
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<blockquote data-quote="MGibster" data-source="post: 9888375" data-attributes="member: 4534"><p>Mainly what I'm looking for is how a faction ties into the game and affects how it is played. In <em>Delta Green</em>, the player characters are all members of a cabal within the federal bureaucracy of the United States dedicated to investigating, neutralizing, and covering up the supernatural. Delta Green isn't quite authorized to do what it does and agents routinely commit felonies, lie to their coworkers, superiors, and loved ones, and run a serious risk of losing their minds, their careers, their freedom, their relationships, and their lives. </p><p>How does the game reflect this? I'm glad you asked. DG gives a fairly robust set of rules on how agencts might abuse their position as a federal employee to misappropriate agency resources to accomplish their mission. Maybe an FBI agent fabricates probable cause on a warrant to gain access, maybe they raid the evidence locker for firearms, or maybe they tap into the FBI database to find a drug dealer to rob so they can use those funds to bribe someone else. Using agency resources can be helpful but it leaves a papertrail that might bite the agent in the butt later on. </p><p></p><p>Like <em>Call of Cthulhu</em>, DG has Sanity which is a lot like hit points for your brain. But they have something called Bonds which measures the strength of your relationship with individuals or organizations (your wife, church, best friend, Junior Leage, etc., etc.). If you take a Sanity loss, you can instead project that onto your Bond, damaging it, but preserving your Sanity. Running out of Bonds is bad because you have fewer ways to protect yourself from Sanity loss. Inbetween missions, there are rules for improving your Bonds, but that might take away from important stuff like researching those weird worms that seem to give people immortality. It's up to you. </p><p></p><p>This helps maintain a certain level of tension in the game as you try to keep your life together long enough to accomplish your missions.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9888375, member: 4534"] Mainly what I'm looking for is how a faction ties into the game and affects how it is played. In [I]Delta Green[/I], the player characters are all members of a cabal within the federal bureaucracy of the United States dedicated to investigating, neutralizing, and covering up the supernatural. Delta Green isn't quite authorized to do what it does and agents routinely commit felonies, lie to their coworkers, superiors, and loved ones, and run a serious risk of losing their minds, their careers, their freedom, their relationships, and their lives. How does the game reflect this? I'm glad you asked. DG gives a fairly robust set of rules on how agencts might abuse their position as a federal employee to misappropriate agency resources to accomplish their mission. Maybe an FBI agent fabricates probable cause on a warrant to gain access, maybe they raid the evidence locker for firearms, or maybe they tap into the FBI database to find a drug dealer to rob so they can use those funds to bribe someone else. Using agency resources can be helpful but it leaves a papertrail that might bite the agent in the butt later on. Like [I]Call of Cthulhu[/I], DG has Sanity which is a lot like hit points for your brain. But they have something called Bonds which measures the strength of your relationship with individuals or organizations (your wife, church, best friend, Junior Leage, etc., etc.). If you take a Sanity loss, you can instead project that onto your Bond, damaging it, but preserving your Sanity. Running out of Bonds is bad because you have fewer ways to protect yourself from Sanity loss. Inbetween missions, there are rules for improving your Bonds, but that might take away from important stuff like researching those weird worms that seem to give people immortality. It's up to you. This helps maintain a certain level of tension in the game as you try to keep your life together long enough to accomplish your missions. [/QUOTE]
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