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New Haven RPG > Schemes Costing Favour

New HavenForumsGame DiscussionSchemes Costing Favour

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  • Mab
    Participant

    So Arachne and I found out the hard way today that researching schemes costs you 100 favour. In my case, that was actually the sum total of all I’d earned in 2 weeks, and losing it was pretty painful.

    I think this is an extreme cost of a scarce resource, that discourages investigative RP and interaction with schemes; surely that can’t be intended from a game design perspective? It punishes proactivity.

    100 favour is the same cost as a charon coin, and close to the cost of a charm.

    Please consider changing it back to costing influence.


    Entropy
    Participant

    Ewwwww. Hopefully that’s just an error. Make sure you petition it to be sure. It may not get you the favor back, but at least it would keep favor from being taken across so many characters. If nothing else, it will see that Help Order gets updated, because currently it still says 500 Influence is the cost, which is far, far more reasonable and representative of the actual act (influencing NPCs to gain information).

    I really do think that has to be a mistake. If it isn’t… Schemes are just going to be pointless/annoying/constant. No one is gonna dump 100 favor on research for every stupid scheme that drops, and thus, no one is going to thwart them, so no one will run them for potential karma. There is no incentive at any level at that point.


    Mab
    Participant

    According to “help schemes”, this isn’t a bug but an updated feature of the new version; I just missed it in the documentation, and as you say, it shows up differently in order.

    Personally, if I’d known, I wouldn’t have ordered a research, and I don’t see myself ever doing so again. The cost is just too steep for the price of seeking to engage with stories other players are telling; which IMO, is something that should be incentivised, not taxed.


    Thomas
    Participant

    The idea of spending favor isn’t outrageous, but 100 favor seems too high given the favor economy. Given how scarce a resource favor is, even spending 5 or 10 favor is something that someone will want to jealousy guard. For at least some factions, favor is impossible to earn at present, and for others, it may trickle in in small amounts.

    Right now, I don’t know how scheme clues work at all. I have a scheme clue, but how do I give it to someone else in RP? I can’t find documentation on that issue at all.


    Anonymous
    Guest

    For all of you who do not, the help file for giving scheme and plot clues is help give. The most obvious and intuitive thing I should have tried first. God, help us all.

    Syntax: give <object> <character>
    Syntax: give <amount> dollars <character>
    Syntax: give plot clue <character>
    Syntax: give scheme clue <character>

    Gives someone an object, money or a clue.


    Anonymous
    Guest

    Also, important to note as well about why clues are the new hot commodity to try and get.

    SRs can create clues when they create a plot, these will then be randomly assigned to other players in the game. Those who want to go on the plot can obtain these clues from those other players either cooperatively or coercively and the more clues they have the more of a bonus they’ll get at the end to their political favor gain


    Stitch
    Participant

    The favor economy is only outrageous for very large organizations. I will note that in my second week, I was given a fairly large amount for being in a smaller organization and I think that’s the point. While I’m not sure if that much favor for researching a scheme is particularly necessary, I do think limiting the favor economy on massive organizations is the right call to encourage people to spread out their PCs on the grid.


    MojoJojo
    Participant

    “I do think limiting the favor economy on massive organizations is the right call to encourage people to spread out their PCs on the grid.”

    Please, if that’s the case – Diversify the societies. They can rather roughly be divvied up to:
    – Satanist black witch cult
    – Werewolves Inc.
    – Demigods and their ABs
    – Temple But More Extreme
    – The Court

    This is not really a diverse selection of societies to spread the playerbase out across, and I guess this explains why we see a lot of flocking happening. We are not being encouraged to spread out, we’re being punished for creating a concept that doesn’t fit in these tight constrains and don’t wanna just pick a no-match for optimal gains/minmaxery, if you ask me.


    Anonymous
    Guest

    I guess that’s fair, but people can still technically make their own cults that fits specifically what they’re looking for too.


    Chiara
    Participant

    I do think we could use more societies overall, but this is also the very start of the game.

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