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Independent Game Forums => Arkenstone Publishing => Topic started by: Courage75 on March 18, 2010, 11:25:34 PM

Title: [Solar System] Claiming Territory Mechanics for WtF - Part Two
Post by: Courage75 on March 18, 2010, 11:25:34 PM
Hi All,

It's been a while since I posted about my attempts to convert my Werewolf: the Forsaken game to Solar System. This is because it is going quite well. However, I have come up with some new mechanics for claiming territory in the Shadow, which is the spiritual reflection of the world that werewolves operate in, and I wanted to share it all with you. This is actually a continuation of an earlier topic, but I thought it was better to start a new topic than to resurrect an old one.

So here is what I have come up with so far. Apologies to Eero from ripping off his Secret of Knot from the excellent World of Near. Anyway, tell me what you think:

Title: Re: [Solar System] Claiming Territory Mechanics for WtF - Part Two
Post by: Eero Tuovinen on March 19, 2010, 11:44:30 AM
Nice, using the knot geography really makes sense for this purpose. A few questions:
Anyway, I like the idea - reminds me of how I deal with the Green World of Near. The idea that a point only affects spirits of a lower rank than the point is a really cool twist. I also like the dominance Pool that the players need to apportion to the different points, although I do wonder a bit whether limiting the players to just one cycle of domination per session would feel artificial; perhaps not if taking control of a point requires a lot of work that's not directly narrated into the story.

Seems like a system that'll inspire all sorts of situations once you populate the territory with interesting inhabitants and terrain.