A thought exercise/exploration regarding what the limits of “Take Action: Faction” gets you. My players seem hesitant to buy into my interpretation of what you can and cannot do with/to a faction you’ve activated, so I thought I’d open it up for discussion.
The book says this about activating a faction (p.433):
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[LEFT][/SIZE][/FONT][/SIZE][/FONT]Destroying the faction for the remainder of the phase seems fairly self-evident: The group is disrupted, leaders are killed, or the group is otherwise unreachable. It’s a dead end of sorts, although I’d certainly still allow Circles rolls into those factions.[/LEFT]
[LEFT]But just how far does “under the activator’s control” get you?[/LEFT]
[LEFT]Faction assets are called out in the text. In most cases this is almost certainly only color, based on the shared narrative space everyone’s negotiated. There are human assets as well as physical. But…questions:
[LEFT]* Do you still have to burn tech that’s being provided by the faction? If so, what’s the benefit of “using the faction’s assets”? My intuition on this is that we’re talking not about specific tech, but color-level stuff (access to buildings, maybe specific Macguffin-type tech that has no mechanical impact, etc.). [/LEFT]
[LEFT]* Do you still have to Circle up members of the activated faction? Even named ones? If not, just how much of the faction could you bring to bear at any given moment?[/LEFT]
[LEFT]* Can you redefine elements of the faction, and if so, by how much? In our current game, I’ve suggested the players could (if they wanted) convert their “theocratic institutions” faction from MH to Heresy. I’ve also suggested I could take my “organized crime” faction and hull the lot of 'em in a color scene or in my maneuver’s sequel. But is that too much?[/LEFT]
[LEFT]What’d I’d really like to hear is stories from other peoples’ games about what they’ve done with factions they’ve activated. I thought I had a good idea of what was possible and expected, but maybe I’ve got it all wrong![/LEFT]
[LEFT]p.[/LEFT]
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