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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="kenada" data-source="post: 8550873" data-attributes="member: 70468"><p>After doing my first round of the faction game, I’m not sure. It feels super clunky, and the book’s explanation and organization of things is confusing.</p><p></p><p>A few observations:</p><ul> <li data-xf-list-type="ul">It sucks to be a small faction. You start out with no assets, so your only option is to generate treasure for awhile and hope no one notices you or acts against you.</li> <li data-xf-list-type="ul">It’s probably a good idea to run a few turns prior to the start of the campaign. Otherwise, everyone starts out with no treasure and all their assets back at their base of influence. I guess? It’s not specified. (I did the latter.)</li> <li data-xf-list-type="ul">It’s not really clear how overt conflict is supposed to work. If I want to charge in and smash your base, I can’t just go hit it. I have to establish access to it. So I guess you really want something to infiltrate because there are no siege assets (Siege Experts just give you treasure).</li> <li data-xf-list-type="ul">I wish “in the same location” was better defined. The game uses a freaking hex map! Why not use it to simplify faction movement and position? SWN just assumes you can attack any world. This part feels really ill-defined and/or considered.</li> <li data-xf-list-type="ul">Why was asset type removed from SWN? Some assets don’t really make sense as something that can move. Why should Cooperative Businesses, which are subtle, be able to just mosey over to someone else’s cities and subvert them?</li> </ul><p>I also dropped one faction because none of the mechanics make any sense for it. The party brought a vampire back with them when they returned from the iterum where I ran <em>Halls of the Blood King</em>. She’s going to eventually want to create more of her kind and expand her influence. None of the assets really make sense though even though it seems like she should develop into a faction.</p></blockquote><p></p>
[QUOTE="kenada, post: 8550873, member: 70468"] After doing my first round of the faction game, I’m not sure. It feels super clunky, and the book’s explanation and organization of things is confusing. A few observations: [LIST] [*]It sucks to be a small faction. You start out with no assets, so your only option is to generate treasure for awhile and hope no one notices you or acts against you. [*]It’s probably a good idea to run a few turns prior to the start of the campaign. Otherwise, everyone starts out with no treasure and all their assets back at their base of influence. I guess? It’s not specified. (I did the latter.) [*]It’s not really clear how overt conflict is supposed to work. If I want to charge in and smash your base, I can’t just go hit it. I have to establish access to it. So I guess you really want something to infiltrate because there are no siege assets (Siege Experts just give you treasure). [*]I wish “in the same location” was better defined. The game uses a freaking hex map! Why not use it to simplify faction movement and position? SWN just assumes you can attack any world. This part feels really ill-defined and/or considered. [*]Why was asset type removed from SWN? Some assets don’t really make sense as something that can move. Why should Cooperative Businesses, which are subtle, be able to just mosey over to someone else’s cities and subvert them? [/LIST] I also dropped one faction because none of the mechanics make any sense for it. The party brought a vampire back with them when they returned from the iterum where I ran [I]Halls of the Blood King[/I]. She’s going to eventually want to create more of her kind and expand her influence. None of the assets really make sense though even though it seems like she should develop into a faction. [/QUOTE]
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