Glad to hear you had fun!
If you have questions about the rules, I'm happy to answer them. I'd actually love to hear what points seemed confusing. It's always hard to know how effective a translation is.
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.