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Matt:So what'd be really neat is if you had a two part neighbourhood creation. Part one is players connecting the characters to the place, making it matter to them, building in connections and resonances.Part two is the GM building internal and external pressures on the neighbourhood to create situations for play. Kinda halfway between a Dogs town scale and a the crucible in Covenant.
Joe Prince:I like the idea of running the PC's home community as a mechanical entity. Perhaps you could have community hope/pain scores, tied to an ultimate hope/fear (or individual threats). Then PCs get tough choices over when to pursue personal matters and when to do things for the larger community – which if it all goes tits up may screw up personal goals anyways…
That said I always felt that a lot of the fun in a|state came from exploration of the setting (simulationism if you will). I'd like the characters to play and feel different – ghostfighters pulling off funky knife-tricks – lostfinders just happen to know a shortcut at a critical juncture… Old skool character classes, resplendent with stunts and powers that what I'd like to see.Yet with the PCs' actions tied into story-gamey meta mechanics on their personal journeys – and the struggle of the wider community.
I'm really not sure the Cold City dice pool mechanic is the way to go. I'm uncertain what the three discrete arenas would add to play in a|state?