It takes place within a broader story-driven context, and at a more granular scale. Specifically each player controls a faction acting within existing nations and settlements and cultures. Elements of the conflicts and challenges posed may require a more nuanced response than a simple dice roll, though the campaign is supported by underlying mechanics.
Factions will influence and be influenced by the existing setting, the established factions and the events that sweep through the empire.
Key concepts to note:
- Elimination of players can and will happen
- Factions will only ever have Partial Knowledge of the world, hence understanding the Fog of War and Degrees of Obscurity is strongly recommended
- Factions can perceive and affect events within the world through manipulating their Spheres of Influence
- Factions will have Different Ways to Win and players will need to collaborate with some factions and compete with others
- Events occur within a Living World, with the non-player forces modelled as factions with their own needs and intents
We welcome feedback throughout the campaign, on the concepts, specific mechanics, the play style and, well, pretty much anything else