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Post by Plyen De Mande on Jul 3, 2020 4:37:16 GMT
Wow as of September 1631, most players have got utterly vast surpluses of SPs. Why is this really?
Hypothesis: the SP carry-over rule is a bit like sticking all the moneys paid fines etc in Monopoly on the Free Parking square for anyone to pick up when they land there. It's kind of cutesy and consoling for small children, but ultimately hurts the game balance, and is not adopted in "serious" Monopoly games. Is that's what's happening here? A lot of the tension in the game is about whether one can make the next SL, and if everyone's SP balance is vast, then that tension is gone. Feast or famine in SPs is a good thing: now we have all been turned into squirrels, so we can store all spare SPs away for later.
Perfectly happy to hear an alternative explanation...
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Post by Ymbert Montgomery on Jul 3, 2020 13:29:52 GMT
I am in fact inclined to agree with you, but I know this is incredibly controversial for some.
I think the two main principles are sound:
It makes every SP count.
It means people don't have to go full spreadsheet if they don't want to.
But I think the issue is that there are increasing ways of getting SP in Liminal and the calculation hasn't kept up. I think there's an increasingly strong argument for returning to a 2xSL calculation, not 1.5.
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Post by Yves Eau on Jul 3, 2020 17:15:07 GMT
I agree. I like the different approach this system brings, as a change from the two other games I play, but SL gains should not become casual monthly routine.
I started out with Yves intending focus on professional development rather than SL, avoiding debt by living within his means at a low level in society. Short of deliberately avoiding opportunities, though, I soon found him gaining a level most months. One good month can set him up for two.
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Post by huillaume on Jul 3, 2020 17:48:11 GMT
Wow as of September 1631, most players have got utterly vast surpluses of SPs. Why is this really? I'd usually have said this is because they didn't improve Sl this turn (if so, most characters use to have ramining SPs, and that's Huillaume's case), but there are several cases this turn where this is not the case, most espectacular of them being Helen's case, that raised his SL and has 33 SPs carried on (that means she accrued 65 SPs (to them you must add the 36 carried on from last turn, for a total of 101). Seeing the ones that inproved SL and accrued Sps to carry on this turn, I guess the Theater shows went quite well this month...
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Post by huillaume on Jul 3, 2020 18:18:01 GMT
About returning to the original x2 SP needed to carry the mover, I'm not against it, as it seems to be some "SP inflation" in the game (IMHO)...
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Post by Monique Adelina De'Ath on Jul 3, 2020 18:59:58 GMT
As several of us seem to be chipping in with our views I would add mine by saying, personally, I am fairly happy about the SPs creation and would vote for it to remain as it currently does, that's if we're having a vote otherwise I'll just mention it in passing!
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Post by Alain Andre Durant on Jul 4, 2020 4:32:12 GMT
IMO, when running the numbers of the games way back when, different support levels were toyed with: 1.5, 2, and 3 x SL, among others. Two worked the best. The only thing changing the co-efficient really does is move where the balance of the SL will be. Eventually, month after month, those with the ungodly SP overload will reach a point where they do have to struggle to advance. A higher co-efficient would cause the balance to move to the low end and every SP would be a victory as advancing SLs would be more difficulty. Two has been traditional for this reason. It puts the balance somewhere in the middle with all the SLs averaging between 8 and 12, depending on the time of year and how lethal the summer campaign was. A lower co-efficient means a higher balance and easier SLs. A higher co-efficient means a lower balance and more difficult SLs. It all depends on where you want your SL average to fall.
We also tried the original rules where every month started at zero SP. This slowed SL advance incredibly and increased the importance of using influence as it was vital to get the appointments in order to get the SPs in order to get the SL advance.
Having the carry over meant that characters doing well got to "ride" their popularity until it ran out. Characters not doing well did the same in the other direction until they managed to do something to break the momentum. The SP refund for losing an SL was designed to slow the declining process.
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