factionpbta:feedback
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— | factionpbta:feedback [2021/04/10 19:50] (current) – created - external edit 127.0.0.1 | ||
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+ | ====== Feedback ====== | ||
+ | Copies of email and board updates to go through and incorporate- | ||
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+ | ===== CCCXLII ===== | ||
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+ | I’ve been reading through the rules a lot lately and doing some research on the setting, as I’m somewhat unfamiliar with Faction Paradox. Here are some thoughts I have. | ||
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+ | A Faction Shrine should always be the time-travelling method of choice, as they evoke The Faction and core themes of the game. Coteries could instead focus solely on what kind of gameplay/ | ||
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+ | As far as the Shrine blood sacrifices go, moves could be added to the playbooks (coterie or player) that modify how the Shrine is used or mitigate certain costs. Such as, keeping biodata samples on-hand so sacrifices aren’t always necessary and the group has a list of locations they can always visit; or a device that deposits the sacrificed person back to their own time and rewrites their biodata to make their injuries be the result of an accident; and so on… A Shrine has rules that enact a heavy cost for it to work, but The Faction is about breaking rules and tradition (even when its their own), so this kind of thing could be encouraged. | ||
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+ | Faction Embassies are iconic, but I think it’s better to focus on them only as an occasional mission, since they detract from the time travel element. Besides, a Shrine can already fit perfectly within the existing architecture of whatever building. Perhaps there could be Coterie or Playbooks moves that are about establishing an Embassy, providing support for the Coterie’s activities during missions or downtime. | ||
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+ | The Eleven Day Empire should be something visited through Downtime. It’s a neat place and the heart of The Faction, but it’s not great for focusing a whole game around. Add Downtime Moves for doing cool things there, like consulting with the Unkindnesses, | ||
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+ | Species could be removed. A big part of joining The Faction is renouncing your ancestry, so it doesn’t make sense to me that what race a character is be so intently focused on. Not to mention, as cool as it is to be a Gallifreyan or a Dalek, they muddy the narrative and cause problems, such as being an oversized pepper pot that is completely unable to blend in with the local natives during missions. Even when it comes to more interesting ideas, like being an escaped citizen from the City of the Saved, I feel like its best relegated to the backstory of the character rather than adding new mechanics. | ||
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+ | The Citizen, The Homeworlder, | ||
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+ | On that note about Playbooks, I think its worth merging The Potential Recruit playbook into the Little Sibling rank, and allow most of the playbooks to be this rank. “A Little Help” and “What Does This Do?” fit really well with the idea of being an apprentice/ | ||
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+ | If species must be a thing, then racial abilities could be treated as a type of ‘biological’ Gear that permanently takes up a slot. This works well with Completion, balances them with other player characters, gives options for representing many different species, and all while not making the choice of race too much of a focus. For example; being cyber-converted could mean losing your Packed slot, as you’re forever in armor; being a Time Lord could mean choosing to lose your Ready slot in exchange for a Regeneration ability, as you’re more at home in libraries and not time wars and action. One idea might be to allow players to take Completion during character creation, so that they can have extra gear slots to be used with racial abilities. | ||
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+ | Consider making Metatime a spendable resource. I think this will be easier to keep track of, while also encouraging more timey-wimey shenanigans. For example, every Coterie starts missions with 10/10 Metatime (MT). Instead of Length, and the arbitrary measurement of ‘Game Sessions’ (which don’t really work for those running the game as a play-by-post), | ||
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+ | I feel like Malevolence and Stress should really work differently. Since Stress leads to trauma, it just makes sense that it should be the go-to initial penalty as a consequence for doing ‘bad stuff’, like murdering someone or screwing a native’s life over. Malevolence should be something that is incurred for controlling time, as you attract the wrath of other Participants, | ||
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factionpbta/feedback.txt · Last modified: 2021/04/10 19:50 by 127.0.0.1