Sun 19 Mar 2017, 06:37
Interesting. So if I’m understanding your house rules correctly: 1 work point (WP) of sabotage reduces the Ark’s rating by xd6? How would this account for every subsequent WP spent sabotaging that particular project (assuming this is possible)? Why would the associated DEV rating revert back to what it was before (the project’s completion) from only one WP worth of sabotage? If a rival boss spent 1 WP sabotaging a tavern, for instance, one would assume the tavern would still be standing and almost in working order—damaged, but still salvageable. Would that really warrant the loss of DEV rating attributed to an act of sabotage (along with the potential, if unlikely, slide into a lower DEV level)? Odds are the folks that established the tavern would still have the know-how to fix it up. Would sabotaging a project back up to its initial WP requirement destroy the project outright, or would that still require unanimous approval from the Assembly?
Certain projects, such as autocracy and collectivism, are much harder to quantify in terms of WP. How does one sabotage an ideology? By spreading a different, more appealing ideology? What if no such ideology exists in-game at that point? Would the People revert to the old ways? How would you handle this?
I agree that the scrapping mechanic is quite flawed. It’s one of those moments where the game’s systems can grate against the established worldbuilding by allowing the players to step out of their roles as characters and decide on behalf of the entire Ark (which is a challenge, since—as you rightly mention—their decisions may go against the desires of certain factions within the Ark). It also runs the risk of derailing promising narratives before they can come to fruition.
You make an excellent point about fleshing out projects beyond the project’s DEV bonus. Not only is it a fantastic way to validate the players' choices, it enriches the setting as well. I’d like to play devil’s advocate with regard to your point on fixers, however. While the Marketplace certainly provides a centralized location for fixers to peddle their wares, I think it’s fair to say fixers have probably always existed in some form or another in the Ark, playing a vital role in the Ark’s economy—supplying the People with food, grub, and gear (for a price). With a community as small as 200 people, fixers would probably be pretty well-known.* That said, I completely understand where you’re coming from. It makes things a lot more interesting if the PCs have a personal connection with a fixer aside from everyday business transactions.
I appreciate you taking the time to explain the rules more thoroughly. It's always great to hear a GM's perspective. I look forward to hearing your input on my follow-up questions.
P.S. Apologies if this reply seemed a little rough around the edges, I lost the original copy when my forum login timed out, and had to try and piece it together from memory (last time I make that mistake).
*From the Mutant: Year Zero core book's entry for the Marketplace project: "Bartering has always taken place in the Ark, but with a designated marketplace, trade is more organized." (107)
Last edited by
MarcoSnow on Sun 19 Mar 2017, 15:16, edited 1 time in total.