Thanks so much for this. I think it’s great - lucidly written, with clear and elegant mechanics, and fun and intriguing factions. I like the way you imagine ecological catastrophe on a galactic scale, and how you merge solarpunk / utopian themes with a pulpy sword & planet energy.
I would be interested to see what game dynamics emerge in practice. It seems like the game is trying to create a space for fragile collaboration, where the spectre of betrayal hovers over everything.
I also wonder whether the game dynamics would be influenced by the faction descriptions, especially if they embody different values and visions of the future. Perhaps a player might feel satisfied with solutions which disadvantage them in mechanical terms, if those solutions feel cohesive with their particular vision of the Verdant Moon should develop?
Thanks for your feedback on this; I only just noticed! I am really happy you liked the game.
In my playtests, players gravitated towards factions that reflected their real world values or how they imagined the game would go depending on prior games. You're right that there is certainly potential for leaving it more open. I'm learning the value of "leaving blanks" the more I design and it's something I definitely need to work on.
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Hi,
Thanks so much for this. I think it’s great - lucidly written, with clear and elegant mechanics, and fun and intriguing factions. I like the way you imagine ecological catastrophe on a galactic scale, and how you merge solarpunk / utopian themes with a pulpy sword & planet energy.
I would be interested to see what game dynamics emerge in practice. It seems like the game is trying to create a space for fragile collaboration, where the spectre of betrayal hovers over everything.
I also wonder whether the game dynamics would be influenced by the faction descriptions, especially if they embody different values and visions of the future. Perhaps a player might feel satisfied with solutions which disadvantage them in mechanical terms, if those solutions feel cohesive with their particular vision of the Verdant Moon should develop?
Thank you for sharing!
Thanks for your feedback on this; I only just noticed! I am really happy you liked the game.
In my playtests, players gravitated towards factions that reflected their real world values or how they imagined the game would go depending on prior games. You're right that there is certainly potential for leaving it more open. I'm learning the value of "leaving blanks" the more I design and it's something I definitely need to work on.
Thank you!