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  • #16
    Responding to the OP,

    This is something scaled entirely to the needs of your particular chronicle. The setting only requires that you understand that (1) frictions exist, (2) reasons to ignore those frictions also exist. There's exactly as much conflict as is needed by the story you want to tell. If you want to play the Mysterium against the Council, then that friction can be ramped up to bring their opposing ideologies into stark contrast. If you want the Mysterium and the Council to work together, then you can ramp it down and emphasize their similarities. In both cases, you can design your NPCs to make that clearer: an Information Wants to be Free Assemblyman is far more useful in a story where he's also wants to open the doors to an Athenaeum, but much less useful in a game about how the Lorehouses are merely another expression of Athenaea.

    You can scale the conflict with the Seers up and down, too, even: the Pentacle mages might choose to put aside their differences to figure out how to stop a particularly bad Abyssal event, for instance, or you can have a story that's explicitly about a cold war between the two sides over the fate of a city. Or whatever.

    Btw, the academia thing is one of the developer's explicit comparisons. And a story about academics can be a story about plucky researchers banding together to figure out some interdisciplinary discovery, or say... Oppenheimer, Einstein, and Speer, playing three academic perspectives basically at war.


    I call the Integrity-analogue the "subjective stat".
    An explanation how to use Social Manuevering.
    Guanxi Explanations: 1, 2, 3.

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