Alright.  So let's get down to brass tacks, shall we?<br/><br/>A detailed analysis of<em>Wolf and Spice</em>yields itself clearly to Numenera.  I can see why you chose it.<br/><br/>Themes:<br/><br/>The Ancient World vs the Age of Reason: Shinto is uniquely qualified for this, but I feel that there is a lot of inspiration to be taken in Numenera between the Xth world where they had actual magic and actual gods; especially Gods that only act like them but don't claim to be, maybe something from the Datasphere or that can Work Miracles, but we'll see what characters you take (so far I only have one full sentence).  Where this particularly interests me is the Order of Truth as a fill in for the church.  I see a game maybe 30 years after the Amber Pope's crusade against the shard fields and 'heretics' to the north is over, their lands 'civilized' and conquered a corrupt and even more powerful church caring more about wealth than truth.<br/><br/>Honorable Merchants vs Scurrilous Theives - Honor is a major component of the game.  We will need a wealth mechanic for commodities with supply and demand in mapped towns, adding a bit as you get interested in items to haul in your (wagon? Boat? That will in part depend on what we come up with in the design phase of the campaign.)  More interesting elements of the value of coins is more complicated in the anime than it is in Numenera, but the clear implication is that Shins are manufactured by their local localities; and as such we will definitely be incorporating that mechanic.  The church will have shins, as will most localities and not all shins will be created equal.  The players will have many temptations to be greedy; at one point it costs the protagonists in Wolf and Spice quite dearly; it nearly cost them everything.<br/><br/>Fortune and Glory: High risk means high reward, but nothing exists in a vacuum, and that means that there will be high risk, not necessarily from combat.  You will gain a warning if what you are about to do might generate combat or at least the attention of someone larger than yourselves, but if you really wanted to do nothing but play it safe, you'd just write fanfic, wouldn't you? Combat, as requested, will be rare, but that means that when it does happen, it will be deadly.  This means a tremendous advantage to those who ambush or initiate it since a well executed plan can make all the difference.<br/><br/>Experience: I am inclined to use the core mechanic of Numenera, which I normally hate, in that XP = Rolls as well, which means you go through a TON of it.  In a regular table top game, we found that changing this up made things more fair as well as a more balanced table.  There is no need for balance here because thematically there is little balance between the characters.  If you wanna burn through your mojo and stay Tier 1 or use it for contacts and wealth you are more than welcome; conversely if you wanna rocket to Tier 6 (assuming you survive) you are welcome to do so.  GM intrusions will be frequent, but you will earn XP for them.  Or can spend XP to avoid them.<br/><br/>I am also heavily inclined to allow XP to be spent on skills, specializations and all manner of perks, since you are spending your actual XP on it.  In a game of wealth and intruige, everything comes with a cost.  I will allow you ways to work around the cipher limit, but I will also enforce it at the worst possible (for you) times, so be prepared for disaster if constantly pressing your luck there.