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I've been asked why so many BTRC settings are dark or apocalyptic. Well, it is mostly because they are more interesting. No one wants to play Papers & Paychecks, role-playing the hazards of picking up the kids at soccer practice. PC's are almost by their nature, outside the bounds of polite society. They are the instigators, troublemakers, troubleshooters (sometimes both), and monster slayers who almost always have insane amounts of violence as a tool in their bag of tricks. These kind of folks don't sit well with peace, stability and revenue-collecting authority structures like governments. So, making a setting free of this top-level authority, reducing its reach or power, or setting the PC's apart somehow is the way to give them that freedom of action. James Bond may live and work in a polite society, but he deals with threats behind the scenes and has a literal license to kill. Players in Call of Cthulhu deal with threats from beyond time and space, and if a shoggoth or two suffers an unfortunate fate, no one will be filing a missing person report with the police. I just tend to take this to the scale of the entire gameworld. Everything is screwed up somehow, so the problems and restrictions faced by players tend to local more than system. Conversely, I tend to make settings where this freedom of action is countered by internal restrictions. In Code:Black, PC's have all sorts of gadgets and powers at their disposal, but the excessive use of them can turn one towards evil. The Victorian universe of Verne is pretty damned grimy from a moral standpoint, even for the supposed good guys. The players have to rise above the baser biases, hypocrisies and bigotry of the day to be better than their foes, rather than merely differently despicable. Dark Millennium looks at things from the standpoint of faith, and what harsh and pragmatic actions can one take in service of the greater good without losing one's spiritual way. WarpWorld is a post-apocalyptic setting where deities are real and one can advantageously align with them, but is this faith, or a devil's bargain?
Call it a personal style. I like settings that give you the freedom to act, but also force you to make difficult moral choices, as a character and to some extent as the player. Can you have a character do things that are necessary, even if unpleasant? Can you stand for what you know is right, even at great cost? To me, this makes things more interesting than merely having big monsters that require big spells or big guns to take out. Not that I don't appreciate a good scenery-chewing climax to a plot, but how you get there is also important.
Part of a winning strategy in soft landing is making the most of your nation choice, by itself and in the context of the other nations in that particular game. Any nation can win in any game. As the author, I think Japan is a little too strong and should probably be nixed from the mix until I tweak its stats, but that's a different matter. The play of the game is going to be roughly the same in any game. The more developed nations start off with low scores, but they are industrial powerhouses and will win if the game runs long enough. So, if you have a less developed nation, you have to make the most of your early lead. Less developed nations that have a military should probably start the game with one, just because it requires four game resources to acquire, something that you will have less opportunities to do later on. If (well, when) you add stress tokens to the Catastrophe zones, try to add them in places the developed nations do not. This makes it more likely that a Catastrophe of that type will affect them.
A general tactic is to never end a turn on the same score point as a population stress icon if you can help it. If you get knocked back a point of score, your next point gain will put you on that icon again and you will have to add another stress token to a Catastrophe zone. Never a good thing.
Whoever goes last in a turn has a natural, temporary alliance with whoever goes first. For instance, if I go last and have Market Manipulation, I can make a deal with whoever the first player in the next round is. I can say "hey, I'll make the market favorable for you if you will use Foreign Aid to remove one of my stress markers from a Catastrophe zone."
Whoever goes first has the best shot at getting points for use of a nation's special abilities, which of course they need, since if you are going first it means you have the lowest score. You will want to use special abilities for maximum point benefit, but only if it also gets you a game benefit, and preferably a penalty for someone else. Military and more likely, Market Manipulation are the big ones for this. If someone has a lot of a particular game resource and you can push its market value to zero, it means they cannot sell it to buy other things. If there is something that they need and do not have, you can also push the price of that item up. You always want to make other people's use of the market as inefficient as possible. If nothing else, tempt people into using the Black Market so they generate economic or political stress tokens. Practically speaking, the shifts in the market from player to player means that your biggest influence will be on the next player in sequence, so they are the one you should be looking at.
Catastrophes, especially the more frequent minor ones, are a major part of play. You want to avoid getting blamed whenever possible, and shift blame to as many other people as possible. Military is the main way to do this, and works absolutely best if you are the last player in a round to use it. You would try to shift tokens to have multiple players tied for the largest quantity in a zone, or at the very least, make sure that you have the fewest.
New Era Tech research is highly variable. If the game only has one tech-strong nation (especially Japan), odds are very high that this is how the game end trigger will happen, and the score boost that nation gets will probably give them the victory. Other nations need to recognize this and work to mess with that player or force a Catastrophe-based game end trigger. If multiple nations are in the tech race, how things go depend on whether they are backstabbing each other. If the player placing New Era Tech tokens uses their ability to remove someone else's tech token, this slows down the overall research pace. Also, with more players in the tech race, the final benefit to the winning researcher is going to be smaller, meaning that less developed nations still have a chance at victory if the New Era Tech resolves early.
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