I've been looking through the online material and I like what I see. I'm not quite as keen on the assumed societal failure at the top of the tech axis, but I understand why it is necessary for story purposes.
The system generation is pretty cool. I need to get a group together to give it a try.
It's not so much that societies fail, but rather that they become unrecognizable (or maybe they fail). But from the outside it looks like a catastrophe. It could be an ascension to another plane of being, but all everyone outside the ascension sees is the sudden disappearance or apparent enslavement of an entire culture.
Anyway, it's easy enough to remove. Leaving it in gives the re-re-re-discovery feel we were looking for, though, where nearly every society is built on the ruins of another one. Where archaeology is a practical pursuit, like mining, rather than an academic one.
Like I say, though, it's not really a mechanical element but, as you suggest, more a way to avoid dealing with technology that's hard for everyone to get any kind of grip on.
Let me know if you get it and play it! We're nervously anticipating play reports.
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The system generation is pretty cool. I need to get a group together to give it a try.
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Anyway, it's easy enough to remove. Leaving it in gives the re-re-re-discovery feel we were looking for, though, where nearly every society is built on the ruins of another one. Where archaeology is a practical pursuit, like mining, rather than an academic one.
Like I say, though, it's not really a mechanical element but, as you suggest, more a way to avoid dealing with technology that's hard for everyone to get any kind of grip on.
Let me know if you get it and play it! We're nervously anticipating play reports.
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