<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=261478.msg12900067#msg12900067">Quote from: MadPanda on 12-01-2017, 04:31:08</a></div></div><blockquote class="bbc_standard_quote">One other thing I've left aside for now because it's sort of a biggie is letting you all choose your various relationships with the other Factions in Doskvol.  And there are a lot of them.  Rather than spin out a long discussion on the topic, would you prefer to simplify the process with a shorter list, agree on three total adjustments for the Crew, both of the above or risk the bigger picture?<br/><br/>For the short list, there are about six or seven factions in and around Crows' Foot that make the most 'natural' points of contact for a new gang in the neighborhood.  Obviously the Crows, the Red Sashes, and the Lampblacks are on that list, but there are also the Fog Hounds, the Billhooks, the Bluecoats, and the Citizens of Crow's Foot.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>For reference purposes.<br/><br/>I would personally risk the bigger picture, because I don't think we're going to be staying in the same place forever.  (At least, not if we're successful we're not.)<br/><br/>If we had to go with one of your proposed options, I would go for the 'three total adjustments,' but I have a unique idea to propose.  The game puts the fiction first.  Normally, each player is allowed a tick for both positive and negative.  If players want to declare their positive or negative tick now, that's fine - but if they don't, they can wait to declare their tick and then explain later to the crew or via flashback what they did previously to earn ire or good graces of said group.<br/><br/>Also, none of those factions are Tier III - all the criminal groups listed there are I or II, and the Bluecoats are Tier IV.  Though if you're letting us spend positive or negative ticks with them, I'll not say no to that.