One of the features of piecemeal that seems to get a lot of interest, is the social conflict mechanics. The system allows the same level of tension and tactics as combat (which it mirrors). That and as Piecemeal is being designed to work with virtual tabletops (as how I often play games of it with old friends) it means I get a lot of PC actions (especially refute actions) given to me in link form.
Here is one such example:
I decided to revist this topic because of a comment JoyWriter from the forge sent me in regards to some of the issues with the current method of tracking "required influence " (ie hitpoints for debate)
Currently required influence is based off of how important the issue is to you. This is obviously subjective (there are guidelines and examples...but not as rigid as I might like). I must agree, this is the best current "working method" I have, and it works "alright", but it is definately the weak point in a fast and fun system. I couldn't imagine making luckpoints (hitpoints) based off of how important the battle is to you afterall.
So, any suggestions for how you might improve the system?
Warrior of the Steppes
5 hours ago