I really appreciate that. I actually found it quite hard to write a group of characters in only 1000 words, so I am glad that the time I spent stressing about it paid off.
buttlordprimus
Creator of
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Thank you so much! This is our first year working on a faction, so it means a lot to hear positive reviews. I am glad the mechanics are interesting, we really tried to make them not feel like an existing faction without being too incompatible with existing factions. I have heard there may be a version of them on TTS, so I will have to try them out with some other players rather than my group. Even now after seeing all the incredible factions that others have created I have new ideas I would have liked to try. It's like they say "a work of art is never finished, merely abandoned." :P
Haha gambling is always a risk! I think that is what I enjoy about some of the lesser dependable factions like the Lizards. There is a complexity of how you manage your "luck" and makes for far more interesting games. Our intent was to make a more aggressive luck based faction that tries to stack their deck with VP gaining cards, but we also wanted the other players to feel like they could participate in this. This is why we allowed other players to "flood" the deck with less desirable results in order to sway a battle or loose the snakes some points. But sometimes you could spend a card and the snakes still get what they want - just another gamble. :D
I am glad you liked them! It means a lot to hear the feedback! I will definitely be doing this again next year!
Thank you so much on the complements regarding artwork, especially coming from someone so well know in the WWM community for their artwork, it means a lot! :)
The "no hands" rule was the number one rule we wanted to stick with so I am glad you liked it!
For clarification the Roulette action is "AMONG". The thought behind it is potentially you could build all five of your casinos in fox clearings and net a potential 5VP per turn (with 1:3 odds) or build a casino in each suit for a guaranteed 1VP per turn.
In our playtests, they showed that they could keep up with the pack on average and with some Lucky swings take the game. Though due to the nature of the odds it could always go the other way. We really wanted the punitive mechanism to be in the "gamble" so that is why they loose points, but their whole schtick is manipulating the odds so that they don't have to take as many risks.
We had a new player with only one game under their belt try them out to see how they played with someone still learning and they liked how hands off it felt. With the start of their turn basically dictated by the cards drawn, they were able to sit back and watch other factions without needing to pre plan their turn, allowing them some more understanding of the game. They could see when they needed to catch up in points so would do a Ophidian Roulette or, if the cards they drew favoured a specific suit, commit to a risky battle for some nice points. It was some very interesting feedback.
I would love to try them out outside of the group I play with though just due to the "meta" of the group definitely augments the experience and so our playtests aren't perfect. I would have loved to figure out how to get them into TTS to playtest them with other players but that was outside my wheelhouse.
Thank you, this is our first year trying to build a faction and it has been a lot of fun, though quite stressful. We really went through a few iterations before landing on what we have, even now I am still thinking of revisions! It has been really cool seeing what everyone has come up with! I am blown away by the quality of everyone's factions!