crisis-service-craft

The Crisis!

In the ever-shifting landscape of NeoArcadia, the emergence of a crisis marks a pivotal moment that calls for unity and courage among the scattered adventurers. The Skycaptain, a figure of authority and desperation, initiates the Crisis! event, setting in motion a series of grave challenges and compelling rewards. Here are the mechanics for starting a Crisis! event:

The Crisis! event follows a structured approach to ensure clarity, challenge, and engagement:

  1. The Skycaptain’s Call
  2. Resource Assessment
  3. Crisis Resolution
  4. Collect Rewards
  5. Assess Aftermath

1. The Skycaptain’s Call

When the stability of NeoArcadia is at stake, the Skycaptain issues a distress call, an unmistakable sign of dire circumstances. This call is the precursor to a Crisis! event and gathers all the player’s parties to a starting location.

Rallying the Adventurers

2. Resource Assessment

As the reality of the Crisis! event sets in, the adventurers of NeoArcadia must quickly come to terms with their current situation and prepare for the daunting challenges ahead. Resource assessment is a critical phase where parties evaluate their assets, strategize resource allocation, and gear up for the collective effort to confront the crisis. It is also where the initial damage is declared.

  1. Initial Damage Declaration
    • As the Crisis! event begins, the initial consequences are felt immediately. The Crisis! will detail the resources lost as the initial event. This is done during the Environment Turn. This is effectively the resources the players wager by starting a crisis.
    • A Crisis! May have a scaling option, this allows larger play groups to scale the Crisis! to a level that is both difficult and fun. If you can solve a Crisis! in a turn, it is not really a Crisis! chum.
  2. Inventory Check:
    • Player conduct a thorough inventory check, listing all available resources, including Gold, Ale, rations, and any special items or artifacts they are will to contribute to the crisis.
    • This step ensures that all parties have a clear understanding of their starting point for the crisis, setting the stage for effective resource management. If a player must leave the Crisis before it is resolved, they have an option of rolling back to this point.
    • This should also be used to make sure nothing is duplicated or lost as players leave.

    Example: Pat commits his geared up fighter and swaps it with Kriss’s Priest. If Pat has to leave and they decide to roll back, Kriss can continue playing with the fighter, and at the end of the Crisis! We know that the fighter was Pat’s and don’t have to worry about where it ends up, it is safely rolled back into Pat’s resources.

  3. Recording and Transparency:
    • All resource assessments, pooling decisions, and strategic plans should be meticulously recorded. This ensures transparency and allows parties to track resource flow, consumption, and replenishment throughout the Crisis! event.
    • The use of shared documents or a designated record-keeper can facilitate this process, ensuring that all parties have access to up-to-date information.

3. Crisis Resolution

The Crisis Resolution phase is the climactic conclusion of a Crisis! event, where the combined efforts of all parties are put to the ultimate test. This phase determines the fate of the adventurers and the lands of NeoArcadia, turning the tide towards a triumphant victory or a mournful defeat. Here are the mechanics for the Crisis Resolution.

4. Rewards

Epic Wins:

Tragic Losses:

5. Assess Aftermath

Once the Crisis! is over, the service craft are sent out once again to gather the parties to the rally point. This gives them a chance to reorganize and settle back in to the steady pace of the Ancient Future, hopefully a little richer for their efforts.

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