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Very cool. Recon, intelligence, and counter-intelligence seem to be some of the hardest aspects to get right in strategic war-RPG design, this is interesting to see in development. I'll be interested to get a feel in play for the balance of abstraction that Local Intel takes, making it site-specific goes a long way towards keeping that abstraction sensible.

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Right now, Local Intel is pretty loose. An Armacogitar can run into a roving civilian encounter, walk away with 2 Intel, and immediately start demanding answers to questions about known sites (in the same Location). It's quite abstract and very player-driven; I'm eager to see someone break it apart.

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