I just finished reading through the KS draft of second edition, and I love the game.
I just finished reading through the KS draft of second edition, and I love the game. I have one question, though: how are Games meant to end? Each Family moves through the ages trying to impose it’s agenda – cool. And some of those agendas permit temporary or permanent alliances – great. But there’s no advice for how to handle the loss of conflict if one family gets (some or most of) what it wants?
Let’s say the Servants of the One True Faith can count the Homeland as sufficiently adherent through persuasion or compulsion; then what? Maybe they can stay in the game and help another family for a bit, but fundamentally they’re done.
Or what about the families with no endpoint, like the Guilded Company of Merchants? There will always be an economy of some kind, so I feel like they risk an endless slog. They can always have conflict, pushing into new areas or pushing out competition, but that can also start to feel repetitive after a few ages.
I guess the question is for more experienced GMs and players – how do you know when the “new normal” has been achieved, and the Homeland has become the new world? Is it just a matter of table consensus, or are there more sure signs?