This is still a bit of a work in progress, but as mentioned in Discord yesterday, I'm getting far enough along to share this out a bit. (Edit: Ready for review now)
The goal is a set of rules that emulates the factions as well as "Crew" or "Ship" rules from other Forged in the Dark games. Since Charge is generic and those rules generally thrive on giving players _specifics_, the goal of these rules is to lean into details to let the play group write their own specifics and give those structure to change and grow as well as some mechanical benefits.
https://docs.google.com/document/d/1z5b0PA8Qa5BHH3aYGFnsPdHra8muZJjktLAn1JMXZMg/...
I know I still need to write up a lot of examples and do some more clarifying text, but specific stuff I'd love to get feedback is more high level:
- Naming - "Key concepts" (previously "Key details") still feels a bit weird. "Disposition" was previously position but that was an overloaded term with Charge naming and they act slightly differently.
- Does it make sense to group into some "negative" key concepts and some "positive"? (Will it result in players pooling all the consequences over in the "adversary" corner, since there's not really any downside? Maybe that's fine if the GM wants to allow it?)
- What would appropriate pace for changes be? (Gonna be a while before I get to playtest this over many sessions, but I'm imagining not changing too quickly?)
- What mechanical benefits would make enough sense to make this feel useful to the players? Is shared momentum and place to absorb a few extra consequences sufficient? Adding effects? Should there be other talent-like things?