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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="kenada" data-source="post: 8551544" data-attributes="member: 70468"><p>Ran today’s game. Things went very well, though I ended up needing NPCs I hadn’t converted to the new format yet. I need to add an exploration activity for tracking, but I have an idea for how that should work. After mulling it over, I think I’m going to replace the faction game with something that’s more useful to my needed.</p><p></p><p>My current thinking is factions can engage in a number of Operations equal to their Wealth. Ops are tracked with a countdown clock and are typically related to one of their attributes. If they engage in more than that, they have to pay upkeep in Treasure. To help reduce the burden of having too many Ops, they can obtain Assets that allow them to engage in more Ops or perhaps in certain specialized Ops. Progression in an Operation would be determined by rolling at the start of the round in faction game (like the fortune roll in BitD). When the clock completes, the faction gains XP. The more difficult the Op, the bigger the clock, but the more XP they get for fulfilling it.</p><p></p><p>What I dislike about the faction game is it doesn’t fit my conceptual model of a faction. I have a cult, but it’s not some evil doomsday cult. On the other hand, people may not want its influence to spread. I feel like it doesn’t model that very well. If I want to infiltrate and subvert or scout things, the units available just don’t feel all that great. It’s hard to know what you “should” buy. I would rather just be able to state what my goal is and have some guidelines for costing it out and managing it. If you’re going to force me to rely on fictional positioning for things like permission and location, then just let me go all the way. It’s fiddly in a way that feels at odds with the rest of the system.</p></blockquote><p></p>
[QUOTE="kenada, post: 8551544, member: 70468"] Ran today’s game. Things went very well, though I ended up needing NPCs I hadn’t converted to the new format yet. I need to add an exploration activity for tracking, but I have an idea for how that should work. After mulling it over, I think I’m going to replace the faction game with something that’s more useful to my needed. My current thinking is factions can engage in a number of Operations equal to their Wealth. Ops are tracked with a countdown clock and are typically related to one of their attributes. If they engage in more than that, they have to pay upkeep in Treasure. To help reduce the burden of having too many Ops, they can obtain Assets that allow them to engage in more Ops or perhaps in certain specialized Ops. Progression in an Operation would be determined by rolling at the start of the round in faction game (like the fortune roll in BitD). When the clock completes, the faction gains XP. The more difficult the Op, the bigger the clock, but the more XP they get for fulfilling it. What I dislike about the faction game is it doesn’t fit my conceptual model of a faction. I have a cult, but it’s not some evil doomsday cult. On the other hand, people may not want its influence to spread. I feel like it doesn’t model that very well. If I want to infiltrate and subvert or scout things, the units available just don’t feel all that great. It’s hard to know what you “should” buy. I would rather just be able to state what my goal is and have some guidelines for costing it out and managing it. If you’re going to force me to rely on fictional positioning for things like permission and location, then just let me go all the way. It’s fiddly in a way that feels at odds with the rest of the system. [/QUOTE]
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