@Creepy said:
The neighborhood system is very interesting. Given the soft opening (or whatever else you'd like to call it) and initial player disorganization, do you intend to uphold the "3 players to claim a neighborhood" or will you allow smaller units to pitch ideas for neighborhoods without owning them?
We'll be receptive to ideas for Neighborhoods, but we will likely be leaving the creation of Neighborhoods to 3+ groups. Neighborhoods aren't meant to represent the entirety of an area as a whole, but rather "powerful, representative areas of a larger area", that is to say, even if there are three Neighborhoods in a disrict, that doesn't mean that that's the extent to which the area exists. Locations, in general, are basically like Neighborhoods, but aren't claimed by players.
In short: sure, you can pitch locations within grid squares. Anyone can ask "can there be this sort of area here", really.
Of note: there will be a limit regarding how many Neighborhoods can exist in each area, and we'll probably be sticking to that pretty strongly.
I noticed in a few of the grid-square descriptions, notably MW1 and MW2, that there is a Pan-Asian, Eastern European, and Middle Eastern component. That's a pretty huge and diverse ethnic and religious spread. Would my assumption that you intend the neighborhood system to allow for some narrow focus ethnic communities (Chinatown, Little Albania, etc.) be correct or did you want those areas to be a general ethnic mishmash?
There's the possibility that there could be a narrower focus in places, but we actually were aiming more for a mish-mash. This isn't to say that if someone manages to build a Neighborhood there, they can't build it around a narrower focus, but since one of the themes of the overall game is pushing diverse and different groups together (represented player-level by encouraging different splats to interact), having neighborhoods be a little less delimited is definitely a conscious choice not only on our part design-wise, but also probably in world, as the design of the people running the city in the game, forging its history and shape in a way that fits them (which is why you also see a very clear top-mentality in how Eldritch's classes are divided, to an almost archetypical degree).
"The Mob" seems to be a general clumping of organized crime that isn't Triad or Mexican Cartel. Do you intend to flesh out some sort of overall, loose structure that portrays how all the various mobs (Russian, Irish, Amish, Albanian, etc.) work together under this framework? Will players take a general Status-Mob merit or will they focus on their Status-Amish Mafia specification?
Here, we see the same concept as above represented again. Remember that "The Mob" is no more a clumping together as "The Triads" or "The Cartels" are. All three are unsteady alliances between different, smaller organizations (The Triads have the Yakuza, for example, while the Cartels are as much Colombian and they are Mexican as they are others). Again, this is sort of a theme in Eldritch: people come together and put aside differences while allowing said differences to rot them from the inside.
Sure, you can make your own Russian Mafias within the Mob. That works fine; you can make a Yakuza gang inside the Triad, and a bunch of Calaveras who work for the Cartels. The idea behind the Big Three Syndicates is that everyone needs friends, even if they don't trust them, and that big fish bring smaller fish under them. The leaders of these Syndicates are strong powerbrokers, undoubtedly, but that doesn't mean there aren't subdivisions.
The Status Merit is probably going to just remain either Syndicate-specific, or just in general Organized Crime-specific. Being a high-powered member of one still demands respect in the others, etc.
This was definitely inspired by our weirdly twisted version of "Come Together" theme, but I confess to probably also being influenced by how Gotham has structured their criminal families in the city.
How involved in the God-Machine happenings will players from the non-Demon spheres be? How rare will knowledge of its existence be for the general supernatural population?
People will be able to involve themselves in the God-Machine happenings pretty easily--they just need to partake of the plot hooks and events and stuff. It's unlikely we'll encourage Vampire or Werewolf characters who begin the game having a connection to or knowledge of the God-Machine, but that's honestly more a product of our wanting people to interact, and learning about something like that is a great excuse.
Great start guys. Looking forward to playing there.
Thanks!