Consequently, showing off your union tattoo from that time is as likely to get you scorned as it is to make you friends with other like minded individuals. In today's Doskvol the dream of a full district union is dead, but individual factories have their own movements. In our first score, it was the Straithmores factories workers that were looking to unionise, and or grizzled leech impressed the younger generation with his tats from those times, but the older generation remember what happened.

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We've established a failed, decades-old mass unionising effort in coalridge for our game. The union was brutally quashed, partly through government collusion, partly overt violence from the factory owners and part due to corruption from within the movement itself. Most participants are dead, have done or are currently doing prison time or are pariahs, treated as traitors, because those unpunished and unbroken by the collapse must have been working for the enemy or sold out.

Slowly working our way through Downtime for our game and taking the time to do some world building. Somewhat amused by a new faction: the Straithmores, a lesser family of nobles with investments in industry and leviathan hunting, that only really exists because I'd forgotten Lord Strangford and made up my own analogue on the fly - not sure doskvol has room for two, so that'll be fun! The Straithmores are tier 3, heavily anti-union and definitely an upcoming rival to Strangford.

Been running a play-by-post game and we're just about wrapping up the first session. We've got a spooky flavoured crew of smugglers called The Dead Drops, with a reputation they earned from being pretty brutal this first score. We played it a little differently, not actually generating the crew until after the score was finished, using the characters coming together as freelancers for a job serve as the catalyst for them creating a crew together.

Binged my way through the Haunted City blades in the dark actual play on the glass cannon network and now I've been bitten by the blades in the dark bug again and need to run another game.

I amused myself too much with this entirely off-the-cuff quote from my character in last nights game: "For someone called the Minister of Spheres, you sure don't care about your balls much 'cos you're gonna lose them if you talk to her like that again!"

Nobody says "shush woman" to his bestie.

The core game fits well into the Forged in the Dark PCs/Crew dynamic, so it feels _easier_ to make the generational play a bolt-on, but also kinda cheapens it, especially when one of the key design goals for this is explicitly to _do_ multi-generational play and focus on the themes of passing the torch from one generation to the next, as well as dealing with the boons and troubles left behind by your forebears.

I want a much larger macro-game to the typical more micro-focused individual PC play

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My current design struggle is around my current long term project Emberheart. The rough sketch of the play style is thus: the game has a fixed-length meta-game - 25 generations and the world ends. Players play individual PCs, but it is the community they venture out for that is the thing that survives between generations, and whilst some PCs may be multi-generational, ultimately by game-end no original PCs will remain.

I'm unsure whether to decouple the generational meta-game from the main game

Hi peeps, I'm darkliquid, a coder and TTRPG enthusiast with a few things published, namely Rusthaven: a source book for Numenera, Non-Player Cards: an NPC generation toolkit, Mother's Milk: a trophy gold incursion, Roommates Wanted: a trophy dark incursion and various other bits dotted around here and there. Slowly working away on a few more projects, hopefully some of which will see the light of day at some point. Cypher system, rooted in trophy and forged in the dark is my jam.

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