Also, because you had a Diplomacy win, that would trigger a check for Peace. Your war could have ended after season 1 (unlikely, but still…)
Ben Robbins
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Very cool! I don't know much about solo play (it's not really up my alley) but I suspected that all the mechanisms intended to build a backdrop for a group would also work great for solo. This is the first report I've heard of actual solo play (outside of me rolling countless simulated wars to test the numbers).
I suspect that with solo, it would be more interesting if you made two different characters (or more) and played both each season. That would create a broader sense of the different experiences in the war, rather than just seeing one person's story. It's a tapestry game.
Also, I think you skipped naming neighbor nations. When a nation looks for Foreign Aid, they contact a neighbor, not a front.
Originally that Fate result did just say "you kill someone" but that wasn't right, because the Fate roll doesn't decide what you do, it just tells you what danger you are in. The Fate roll can't tell the cobbler he has to murder someone, but it can say someone is attacking, and if they don't kill them first, they may suffer for it. For some characters it will be a big moral dilemma, for others it just shows they got their hands dirty -- it's up to the player.
Keep us posted if you play more!
I recommend just taking whatever the mainstream faction idea would be and making that your topic, like a thieves guild or a religion, and then seeing how those ideas morph.
If the factions are all very different types of groups (one's a religion, one's a merchant cartel), play multiple times, once for each type of faction.
"it takes some of the creative pressure off and allows you to just let the weird ideas win the day"
Yes that's exactly what I was shooting for! I find it such a relaxing game to play. You're making all these big ideas, but it just feels easy because you're working with the scaffolding you set up at the beginning.
Hello! Pretty much all the text has been revised and made easier to learn and play. Big clean ups everywhere, more user friendly, clearer instructions.
Setup is also changed so you first establish the world using easy prompts ("the trouble of our time") and then use that to come up with the hero's deed -- less creative heavy lifting at the start.
I also added some starting Seeds with customizable prompts, so you can decide if your "peacemaker" story (for example) is about someone who brokered a diplomatic solution or fought a guerilla war.
The old version works, but I think this is a much better experience for players.











