#FEEDBACK WANTED: Rules for Factions - Influence, Reputation, & Goals

6 messages · Page 1 of 1 (latest)

tight prawn
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https://docs.google.com/document/d/1dOPJlM_cDUD2uIoY3djS9IaRyO3Zr-BVeWAtOWFRga4/edit?usp=sharing

Here are some ideas I had for faction rules. It's basically taking ideas from FitD games and meshing them with what's already in Draw Steel to create something that's easy to engage with and track.

I also have ideas for faction related downtime projects (discovering goals, increasing reputation, etc.) and some titles, but I want to make sure this core system makes sense first.

wary fulcrum
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Hi! I just did a quick read-through, and will want to think about it in more detail. On a first impression, I like it. The one thing that I questioned on first glance is the scale of how many favors it takes to earn a reputation level. Six favors will take you from a virtual unknown/neutral to an Ally that they'll help even if it goes against their own best interest. That intuitively feels too easy on the one hand, but on the other hand I'm not really sure how many favors my instincts think it should take instead.

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Is that favors-to-reputation conversion rate and reputation scale of 3=Ally how it works in BitD? Does the pace of it work well in a game?

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Maybe its just the wording of reputation levels that feels off to me - I don't know many powerful organizations that would go against their own best interest for a single ally. Anyway, I'll give it some thought and if I have any better feedback I'll let you know.

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In any case, it looks like a nice job! Thanks for sharing it!

tight prawn
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Thanks for the feedback @wary fulcrum! Yes this is how many favors it takes in BitD, though they’re called “jobs”. As mentioned in the text, the favor needs to be “significant” to the organization. Probably something that would take at least a session of play to accomplish if not more such as clearing out a bandit camp along a trade route.
I could have used “quests” instead of “favors” but I wanted to leave room for situations where a party incidentally benefits (or hurts) a faction significantly, without it being an explicitly assigned task.