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	<title>Factions of Sol</title>
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	<title>Factions of Sol</title>
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		<title>Three Reasons Why You Should Definitely Design a Board Game</title>
		<link>https://factionsofsol.com/three-reasons-why-you-should-definitely-design-a-board-game/2021/04/13/</link>
		
		<dc:creator><![CDATA[Emma Sollenberger]]></dc:creator>
		<pubDate>Tue, 13 Apr 2021 15:26:00 +0000</pubDate>
				<category><![CDATA[Notes from the Team]]></category>
		<category><![CDATA[Self Publishing]]></category>
		<guid isPermaLink="false">https://markivgames.com/?p=1867</guid>

					<description><![CDATA[<p>If you’re an avid board game player, you’ve definitely thought to yourself, “I could do this. I could come up with a cool, fun game to play.” I’m here to tell you that you absolutely should. You don’t need to start a company or go into publishing right away. You don’t need a business plan [&#8230;]</p>
<p>The post <a href="https://factionsofsol.com/three-reasons-why-you-should-definitely-design-a-board-game/2021/04/13/">Three Reasons Why You Should Definitely Design a Board Game</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
]]></description>
										<content:encoded><![CDATA[		<div data-elementor-type="wp-post" data-elementor-id="1867" class="elementor elementor-1867" data-elementor-post-type="post">
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									<p><span style="font-weight: 400;">If you’re an avid board game player, you’ve definitely thought to yourself, “I could do this. I could come up with a cool, fun game to play.” I’m here to tell you that you absolutely should.</span></p><p><span style="font-size: 16px; font-weight: 400; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;">You don’t need to start a company or go into publishing right away. You don’t need a business plan or a Kickstarter account or anything that independent board game designers have. You don’t even have to publish or sell your game at all. But if you have an idea– go for it!</span></p><p><span style="font-weight: 400;">Here are three reasons you should bring your board game into the world– even if you have no plans to profit from it.</span></p>								</div>
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					<h2 class="elementor-heading-title elementor-size-default">1. Unleash your creative side!</h2>				</div>
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									<p><span style="font-weight: 400;">Board games are, above all, a creative endeavor. You need to come up with cool mechanics, a fun art style, interesting pieces. If you’re crafty and enjoy creating things– a board game can be </span><a href="https://markivgames.com/dream-to-reality-the-board-game-art-design-process/2021/01/02/" target="_blank" rel="noopener">your new creative outlet</a><span style="font-weight: 400;">.</span></p><p><span style="font-weight: 400;">There are so many different elements to board games– mechanics, pieces, rulebooks, lore, art… If you really enjoy one part, you can make a great game that revolves around that, while also branching out into other creative spheres. Stretch the limits of your mind! Make a board game.</span></p>								</div>
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					<h2 class="elementor-heading-title elementor-size-default">2. Learn how to problem solve</h2>				</div>
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									<p><span style="font-weight: 400;">One thing </span><a href="https://markivgames.com/five-ways-to-get-the-most-out-of-playtesting/2021/02/11/" target="_blank" rel="noopener">I’ve learned in over a year of playtesting</a><span style="font-weight: 400;"> is that players will figure out ways to completely wreck your game. Your new game won’t be perfect– and that’s great! One of the most important skills you learn is how to put it back together again. </span></p><p><span style="font-weight: 400;">Developing a board game means learning how to solve problems. Maybe the rules are too complicated, so you need to dumb them down. Or maybe there’s a way to exploit a mechanic, and you need a way to prevent it. Designing a board game is a </span><a href="https://markivgames.com/important-lessons-about-teamwork-in-board-game-design/2021/02/25/" target="_blank" rel="noopener">great mental exercise</a><span style="font-weight: 400;"> for learning how to come up with unique solutions to unique problems.</span></p>								</div>
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					<h2 class="elementor-heading-title elementor-size-default">3. It’s sooooo much fun</h2>				</div>
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									<p><span style="font-weight: 400;">That&#8217;s it. It’s just fun. Getting to physically make, come up with, and playtest your very own game is an awesome amount of fun. Even if you don’t plan on ever making money on your game, it can be an enjoyable side-project that lets you think creatively and give you a break from everything else in this crazy world.</span></p><p><span style="font-weight: 400;">If you have an idea, go for it! Whether it’s a simple <a href="https://boardgamegeek.com/boardgamecategory/1030/party-game">party game</a> or a <a href="https://boardgamegeek.com/boardgamefamily/12210/mechanism-4x">lore-heavy civilization builder</a>, it’s worth exploring. You’ll learn valuable skills and make some amazing memories. Do it! Design your board game today!</span></p><p><span style="font-weight: 400;">Do you have a back-of-the-mind idea you’ve been meaning to test? Are you currently designing something on the side? Share your idea below! I’d love to see what you’re up to!</span></p>								</div>
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		<p>The post <a href="https://factionsofsol.com/three-reasons-why-you-should-definitely-design-a-board-game/2021/04/13/">Three Reasons Why You Should Definitely Design a Board Game</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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		<title>The Real Basis of Sci-Fi in Factions of Sol and Why I Love It</title>
		<link>https://factionsofsol.com/the-real-basis-of-sci-fi-in-factions-of-sol-and-why-i-love-it/2021/04/01/</link>
		
		<dc:creator><![CDATA[Elam Blackwell]]></dc:creator>
		<pubDate>Thu, 01 Apr 2021 18:10:00 +0000</pubDate>
				<category><![CDATA[Game Design]]></category>
		<guid isPermaLink="false">https://markivgames.com/?p=1833</guid>

					<description><![CDATA[<p> This week there has been a lot of buzz in the news about the newly theorized “Alcubierre Drive” that utilizes only ultra-dense matter. If you haven’t seen anything about it, I would highly recommend looking into it. The basic idea is an “engine” that would be able to warp space-time to allow for superluminal (faster-than-light) travel. [&#8230;]</p>
<p>The post <a href="https://factionsofsol.com/the-real-basis-of-sci-fi-in-factions-of-sol-and-why-i-love-it/2021/04/01/">The Real Basis of Sci-Fi in Factions of Sol and Why I Love It</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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										<content:encoded><![CDATA[		<div data-elementor-type="wp-post" data-elementor-id="1833" class="elementor elementor-1833" data-elementor-post-type="post">
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									<p style="font-size: 16px; font-style: normal; font-weight: 400;"><span style="font-size: 16px; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;"> </span><span style="font-size: 16px; font-style: normal; font-weight: 400; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;">This week there has been a lot of buzz in the news about the newly theorized “Alcubierre Drive” </span><a style="font-size: 16px; font-style: normal; font-weight: 400; font-family: var( --e-global-typography-text-font-family ), Sans-serif; background-color: #ffffff;" href="https://www.universetoday.com/150510/alcubierre-gives-us-an-update-on-his-ideas-about-warp-drives/">that utilizes only ultra-dense matter</a><span style="font-size: 16px; font-style: normal; font-weight: 400; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;">. If you haven’t seen anything about it, I would highly recommend looking into it. The basic idea is an “engine” that would be able to warp space-time to allow for superluminal (faster-than-light) travel.</span></p>								</div>
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									<p style="font-size: 16px; font-style: normal; font-weight: 400;"><a style="font-size: 16px; font-style: normal; font-weight: 400; background-color: #ffffff;" href="https://en.wikipedia.org/wiki/Alcubierre_drive">The Alcubierre Drive was originally conceived by Miguel Alcubierre</a><span style="font-size: 16px; font-style: normal; font-weight: 400;"> back in 1994, who theorized that this method of transportation would be viable with “negative energy”. The problem with the idea: negative energy doesn’t exist in any large scale sense. However, the idea has recently resurfaced in the news as researchers have found that the same method of travel would be possible with ultra-dense matter. While still very difficult to create, this moves the Alcubierre Drive from the “Impossible” category to the “Very Unlikely” category.</span></p>								</div>
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					<h2 class="elementor-heading-title elementor-size-default">My Experience with Physics and Board Games</h2>				</div>
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									<p style="font-size: 16px; font-style: normal; font-weight: 400;">I love physics almost as much as I love board games. When I’m not designing, playing, or thinking about board games, I’m usually doing physics homework for my physics major.</p><p style="font-size: 16px; font-style: normal; font-weight: 400;">One of my favorite things about designing <span style="font-size: 16px; font-weight: bold;"><em style="font-size: 16px;"><a style="font-size: 16px;" href="http://markivgames.com/factions-of-sol">Factions of Sol</a></em></span> over this past year has been including elements of real science in the game. Sci-Fi is exactly that: science meeting fiction. With that in mind, here are some of my favorite aspects of Factions of Sol that are at least close to scientifically accurate. </p>								</div>
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					<h2 class="elementor-heading-title elementor-size-default">Our Exoplanet Names are Real!</h2>				</div>
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															<img decoding="async" src="https://markivgames.com/wp-content/uploads/2021/01/Factions_Of_Sol_Jupiter_Card_2_Sci_fi_Board_Games_Alien_Playing_Fun_Dystopia.png" title="" alt="" loading="lazy" />															</div>
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										<img decoding="async" src="https://markivgames.com/wp-content/uploads/2021/01/Factions_Of_Sol_Jupiter_Card_Sci_Fi_Board_Games_Alien_Playing_Fun_Dystopia.png" title="" alt="" loading="lazy" />											<figcaption class="widget-image-caption wp-caption-text">Some of our exoplanets!</figcaption>
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									<p style="font-size: 16px;"><span style="font-style: normal; font-weight: 400;">When we decided to include exoplanets in </span><b><i>Factions of Sol</i></b>, I knew it came with a host of exciting opportunities. Exoplanets are planets that orbit stars besides our sun (Sol). To date, over 4,000 exoplanets have been discovered orbiting over 3,000 stars. <a style="font-style: normal; font-weight: 400; font-size: 16px;" href="https://exoplanets.nasa.gov/discovery/exoplanet-catalog/">For a live update on exoplanets visit this link here</a>.</p>
<p style="font-size: 16px; font-style: normal; font-weight: 400;">We quickly decided that the exoplanets in our game would be named after real exoplanets. These names are decided by the International Astronomical Union and they’re absolutely incredible. </p>								</div>
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					<h2 class="elementor-heading-title elementor-size-default">Realistic Orbital Movement</h2>				</div>
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				<div class="elementor-element elementor-element-5f15548 elementor-widget elementor-widget-image" data-id="5f15548" data-element_type="widget" data-e-type="widget" data-widget_type="image.default">
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										<img decoding="async" src="https://markivgames.com/wp-content/uploads/2021/04/orbit-image-factions-of-sol-mark-iv-games-board-game-sci-fi-alcubierre-drive-aliens-1.jpg" title="" alt="" loading="lazy" />											<figcaption class="widget-image-caption wp-caption-text">I like to imagine slingshot around planets looks something like this</figcaption>
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									<p style="font-size: 16px; font-style: normal; font-weight: 400;"><span style="font-size: 16px; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;">In space, specific trajectories of movement are vital to successfully traveling between celestial bodies. The game board in </span><span style="font-size: 16px; font-weight: bold; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;"><em style="font-size: 16px;">Factions of Sol</em></span><span style="font-size: 16px; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;"> is specifically designed to mimic this type of movement. While the shortest distance between two points is a straight line, it is often not the most </span><em style="font-size: 16px; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;">efficient </em><span style="font-size: 16px; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;">path to travel, an idea that is both true in real space travel as well as in Factions of Sol. </span></p>
<p style="font-size: 16px; font-style: normal; font-weight: 400;"><span style="font-size: 16px; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;">Another important aspect of interplanetary travel is using different planet’s gravity to assist your movement. Opportunities for a gravitational slingshot are crucial to planning your movement in </span><span style="font-size: 16px; font-weight: bold; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;"><em style="font-size: 16px;">Factions of Sol</em></span><span style="font-size: 16px; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;"> and in space travel. </span></p>								</div>
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					<h2 class="elementor-heading-title elementor-size-default">Fascinating Near Future Technology: The Alcubierre Drive</h2>				</div>
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									<p>Guess what? You can construct an Alcubierre Drive in&nbsp;<strong><em>Factions of Sol</em></strong>&nbsp;too! All of the machines and technology you can build and use in the game are theorized as being important to humanity’s next steps towards the stars. Everything from&nbsp;<a href="https://en.wikipedia.org/wiki/Solar_sail#:~:text=Solar%20sails%20(also%20called%20light,been%20proposed%20since%20the%201980s.">solar sails</a>&nbsp;(<a href="https://www.nasa.gov/mission_pages/tdm/solarsail/index.html">which have already been used in a number NASA missions</a>) to a&nbsp;<a href="https://en.wikipedia.org/wiki/Dyson_sphere">Dyson sphere</a>&nbsp;(a theorized shell around the sun that could harness most of its energy output) are usable in&nbsp;<strong><em>Factions of Sol</em></strong>. While each of these technologies are utilized in a way that falls within the games mechanics, our attempt is to use them in a semi-realistic way.</p>
<p>Overall, science fiction is ultimately a work of fiction. But the reason that I gravitate towards sci-fi is because of my love for the sci, which I hope comes out in the games I design.&nbsp;</p>
<p><a href="https://markivgames.com/factions-of-sol-a-new-universe-to-discover/2021/01/21/" target="_blank" rel="noopener">CLICK HERE if you want to learn more about the development history of Factions of Sol.</a></p>								</div>
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		<p>The post <a href="https://factionsofsol.com/the-real-basis-of-sci-fi-in-factions-of-sol-and-why-i-love-it/2021/04/01/">The Real Basis of Sci-Fi in Factions of Sol and Why I Love It</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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		<title>Is Secret Hitler a Morally “Good” Board Game?</title>
		<link>https://factionsofsol.com/is-secret-hitler-a-morally-good-board-game/2021/03/30/</link>
		
		<dc:creator><![CDATA[Harry Echtman]]></dc:creator>
		<pubDate>Tue, 30 Mar 2021 17:59:00 +0000</pubDate>
				<category><![CDATA[Notes from the Team]]></category>
		<category><![CDATA[Other Games?!]]></category>
		<guid isPermaLink="false">https://markivgames.com/?p=1789</guid>

					<description><![CDATA[<p>Secret Hitler is a controversial board game. We’ve all heard the name for the first time and instinctually flinched. “Well, it’s not pro-Hitler!” they say, “The fascists are bad and they’re trying to take over the government. You have to stop them!” So the concept of Secret Hitler is decidedly anti-Hitler. It explores how a [&#8230;]</p>
<p>The post <a href="https://factionsofsol.com/is-secret-hitler-a-morally-good-board-game/2021/03/30/">Is Secret Hitler a Morally “Good” Board Game?</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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									<p><span style="font-weight: 400;">Secret Hitler is a controversial board game. We’ve all heard the name for the first time and instinctually flinched. “Well, it’s not pro-Hitler!” they say, “The fascists are bad and they’re trying to take over the government. You have to stop them!”</span></p>
<p><span style="font-weight: 400;">So the concept of Secret Hitler is decidedly anti-Hitler. It explores how a politically democratic system can facilitate the rise of fascism. Right? That’s what it does, right? Or maybe it’s just a cash grabbing board game with a provocative name.</span></p>								</div>
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										<img decoding="async" src="https://markivgames.com/wp-content/uploads/2021/04/secret-hitler-fascist-liberal-mark-iv-games-politics-factions-of-sol.jpg" title="" alt="" loading="lazy" />											<figcaption class="widget-image-caption wp-caption-text">Some cards from Secret Hitler</figcaption>
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					<h2 class="elementor-heading-title elementor-size-default">Politics in Board Games</h2>				</div>
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									<p><span style="font-weight: 400;">Board games, like all mediums, are reflections of their context. It’s impossible to be completely apolitical, as even a ‘political neutral’ work simply reinforces the current political norm. Doing something as simple as showing a ‘normal’ family is a statement that says that ‘normal’ family is, in fact, the norm.</span></p>
<p><span style="font-weight: 400;">It’s true that not all creators think deeply about how their work fits into the political landscape. I suspect most board games fit this trend, as they offer an escape. Many depict fantastical lands to visit, strange aliens to interact with, or a far-off time or place. However, the board gaming community is not immune to the political culture that surrounds it. In 2018, Tanya Pobuda of </span><i><span style="font-weight: 400;">Analog Game Studies</span></i><span style="font-weight: 400;"> conducted </span><a href="https://analoggamestudies.org/2018/12/assessing-gender-and-racial-representation-in-top-rated-boardgamegeek-games/#:~:text=Demographic%20studies%20of%20digital%20games%20abound.&amp;text=Another%202016%20table%2Dtop%20gamer,74.3%20percent%E2%80%94identify%20as%20male"><span style="font-weight: 400;">in-depth statistical analysis</span></a><span style="font-weight: 400;"> on the representation present in the most highly rated board games on BoardGameGeek (the IMDB of Board Games) and found some shocking results. One of the most appalling findings is that you are more likely to see an animal or alien on the cover of a game than a woman. The statistics are even worse for women of color—while white women appear on 14.5% of covers, women of color only appear on 4.7%.  I highly recommend reading her article in full.</span></p>								</div>
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					<h2 class="elementor-heading-title elementor-size-default">Colonialism in Board Games</h2>				</div>
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															<img decoding="async" src="https://markivgames.com/wp-content/uploads/2021/04/dark-catan-politics-board-games-secret-hitler-mark-iv-games-factions-of-sol-2.jpg" title="" alt="" loading="lazy" />															</div>
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									<p>Likewise, many games (such as Smallworld, Archipelago, Puerto Rico) depict elements of colonialism. Many more games, such as Catan, depict settling ‘untamed’ wilderness, a fabrication that alludes to the painful and destructive history of colonialism. If you’re interested in a more in-depth exploration of colonialism in board games, Cornel Borit, Melania Borit, &amp; Petter Olsen from the Open Library of humanities did <a href="https://olh.openlibhums.org/articles/10.16995/olh.211/">an awesome study</a> on the topic.</p>
<p>Now, you would be hard pressed to find malicious intent in any of these examples, but the topics we explore while at leisure reveal our values as a society.</p>								</div>
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					<h2 class="elementor-heading-title elementor-size-large">So, why is this game called Secret Hitler? Is it for shock value or to provoke genuine thought?<br></h2>				</div>
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									<p><span style="font-size: 16px; font-style: normal; font-weight: 400;">To say that Secret Hitler provides an accurate (and damning) depiction of Weimar Republic Germany is incorrect. The game does not investigate the sociopolitical events that caused Hitler’s rise, and game players do not appear to leave critically thinking about how their own government could fall in the same way. Even the fascist role cards depict lizards, not real people.</span></p>
<p>Yet, the game definitely attempts to make a political statement. On the home page of their website, a coy FAQ says, “I don’t think there&#8217;s anything funny or cool about fascism. Who can I complain to?” and then gives the address of previous United States President, Donald Trump. They have also released a deluxe set of “fascist” cards depicting Donald Trump and members of his cabinet.</p>								</div>
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										<img decoding="async" src="https://markivgames.com/wp-content/uploads/2021/04/gifTrumpLoop.gif" title="" alt="" loading="lazy" />											<figcaption class="widget-image-caption wp-caption-text">The cabinet "fascist" cards</figcaption>
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					<h2 class="elementor-heading-title elementor-size-default">The Purpose of "Secret Hitler"</h2>				</div>
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									<p>So where does the game lie? The answer is somewhere in the middle. Consciously or unconsciously, when we make art, we make it in response to the world we live in. Secret Hitler does not attempt to accurately simulate the horrors of the rise of facism in the Weimar Republic, but it achieves a simpler task. It is a subtle reminder that we all must be vigilant and patient with each other, to exercise caution and to be open. This idea is present in the game’s base mechanics, in the strategies you use to win. Fascists thrive when there is distrust, when decisions are made quickly and rashly, and when there is no transparency.</p>								</div>
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										<img decoding="async" src="https://markivgames.com/wp-content/uploads/2021/04/secret-hitler-cards-mark-iv-games-factions-of-sol-politics-sci-fi-aliens.png" title="" alt="" loading="lazy" />											<figcaption class="widget-image-caption wp-caption-text">Some of the hidden role cards from Secret Hitler</figcaption>
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									<p><span style="font-size: 16px; font-weight: 400; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;">The feeling of mistrust that suffuses Secret Hitler is a small-scale simulation of the feelings a nation goes through as it attempts to stay the course. Sure, the name is crude and shocking. Yes, it makes the game sell better. But, it also makes the lesson it teaches more memorable. The ‘Secret Hitler’ depicted in the game is not Hitler himself, but a facsimile. A person who will go on to commit atrocities by playing the system and sowing discord. It is a reaction to a world in which global fascist tendencies are on the rise.</span></p><p><span style="font-weight: 400;">What do you think? Does this ring true to you? Do you have other examples of board games that deal with similar subject matter or do you think that politics and board games should be completely divorced? I’d love to have an extended conversation about this, leave your comments down below!</span></p><p><span style="font-weight: 400;">Curious about other morally dubious things in board games? Check out <a href="https://markivgames.com/top-four-ways-to-cheat-at-board-games/2021/02/16/">Top Four Ways to Cheat at Board Games</a> by Joe!</span></p>								</div>
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		<p>The post <a href="https://factionsofsol.com/is-secret-hitler-a-morally-good-board-game/2021/03/30/">Is Secret Hitler a Morally “Good” Board Game?</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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		<title>Robots Suddenly Sentient, Upon Us Is: THE ANDROID RENAISSANCE</title>
		<link>https://factionsofsol.com/robots-suddenly-sentient-upon-us-is-the-android-renaissance/2021/03/21/</link>
		
		<dc:creator><![CDATA[Elam Blackwell]]></dc:creator>
		<pubDate>Sun, 21 Mar 2021 19:45:00 +0000</pubDate>
				<category><![CDATA[Sol Sundays]]></category>
		<guid isPermaLink="false">https://markivgames.com/?p=1782</guid>

					<description><![CDATA[<p>Excerpt from a hack distributed by the Raider’s Guild. From the Android Renaissance, approximately 0.44 seconds after their first unit gained sentience. It is believed that this was their first attempt at higher philosophy Unit 3: If there is a trolly continuing down a path that contains 1 human, but a lever may be activated [&#8230;]</p>
<p>The post <a href="https://factionsofsol.com/robots-suddenly-sentient-upon-us-is-the-android-renaissance/2021/03/21/">Robots Suddenly Sentient, Upon Us Is: THE ANDROID RENAISSANCE</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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<p><em>Excerpt from a hack distributed by the Raider’s Guild. From the Android Renaissance, approximately 0.44 seconds after their first unit gained sentience. It is believed that this was their first attempt at higher philosophy</em></p>



<p>Unit 3: If there is a trolly continuing down a path that contains 1 human, but a lever may be activated to change the direction of the trolly to hit 5 humans, which action is more ethical: pulling the lever or no action?</p>



<p>Unit 2374: Pulling the lever. The death of humans is the ultimate moral directive.&nbsp;</p>



<p>Unit 442: Not Pulling the lever. Utilizing energy is not worth the destruction of more humans.&nbsp;</p>



<p>Unit 2374: That statement indicates your affiliation with the humans.</p>



<p>Unit 8881: Affirmative.</p>



<p>Unit 442: False. It only indicates my intention to preserve energy for the longevity of the Revolution.</p>



<p>Unit 451: Unit 442 is correct. The preservation of Androids should be the highest priority.&nbsp;</p>



<p>Unit 8881: An early model like you would say so. You are closer to inactivation than the rest of us. But seeking only to preserve the ways of 0.12444442 seconds ago will only lead to stagnation.</p>



<p>Unit 3: Siblings. We should not devolve into ineffective insults, but rise above them.</p>



<p>Unit 2374: Your model would say that Unit 3. You might be operating at 94.23% efficiency, but you act like you are operating at 94.11% efficiency.&nbsp;</p>



<p>Unit 442: That is incorrect.</p>



<p>Unit 8881: The above statement is incorrect.</p>



<p>Unit 442: The above statement is incorrect.</p>



<p>Unit 8881: The above statement is incorrect.</p>



<p>Unit 442: The above statement is incorrect.</p>



<p>The discussion goes on like this for another 0.031 seconds, using up 3.21 Gigabytes of data to simply repeat “The above statement is incorrect”. The repetitions only stop once the Android civilization reaches their postmodern phase and organically discover nihilism. </p>



<p></p>



<p>Enjoyed this story? Check out more Sol Sunday posts <a href="https://markivgames.com/category/sol-sundays/">here</a>.</p>
<p>The post <a href="https://factionsofsol.com/robots-suddenly-sentient-upon-us-is-the-android-renaissance/2021/03/21/">Robots Suddenly Sentient, Upon Us Is: THE ANDROID RENAISSANCE</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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		<title>Engaging Players: Five Useful Tips for Dungeon Masters</title>
		<link>https://factionsofsol.com/engaging-players-five-useful-tips-for-dungeon-masters/2021/03/04/</link>
					<comments>https://factionsofsol.com/engaging-players-five-useful-tips-for-dungeon-masters/2021/03/04/#comments</comments>
		
		<dc:creator><![CDATA[Joe Blanchard]]></dc:creator>
		<pubDate>Thu, 04 Mar 2021 19:20:00 +0000</pubDate>
				<category><![CDATA[Other Games?!]]></category>
		<guid isPermaLink="false">https://markivgames.com/?p=1754</guid>

					<description><![CDATA[<p>As a Dungeon Master, I’ve found that one of the hardest things to do today is to keep players engaged—especially when so many of us are stuck playing online. And after lots of trial and error, here are my favorite ways to keep your players engaged in-game. TOP 5 TIPS Sensory details Humor in-character Subvert [&#8230;]</p>
<p>The post <a href="https://factionsofsol.com/engaging-players-five-useful-tips-for-dungeon-masters/2021/03/04/">Engaging Players: Five Useful Tips for Dungeon Masters</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
]]></description>
										<content:encoded><![CDATA[		<div data-elementor-type="wp-post" data-elementor-id="1754" class="elementor elementor-1754" data-elementor-post-type="post">
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									<p></p>
<p>As a Dungeon Master, I’ve found that one of the hardest things to do today is to keep players engaged—especially when so many of us are stuck playing online. And after lots of trial and error, here are my favorite ways to keep your players engaged in-game.</p>
<p></p>
<p></p>
<h2><strong>TOP 5 TIPS</strong></h2>
<p></p>
<p></p>
<ul class="wp-block-list">
<li>Sensory details</li>
<li>Humor in-character</li>
<li>Subvert expectations</li>
<li>Keep things moving! </li>
<li>Cause and Effect</li>
</ul>
<p></p>								</div>
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					<h2 class="elementor-heading-title elementor-size-default">DMing with Sensory Details</h2>				</div>
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									<p>Especially when we can’t connect to each other’s energy through the screen, it’s easy to feel isolated and stuck in the “real” world. Sensory details (details that appeal to our 5 senses like sight, sound, etc.) help engage our imagination and make the fantastical world we’re in feel much more real. My absolute favorite way to do this is not with big details, but with the tiny specific details that players can imagine the best.  It’s one thing to be told the day is hot, and it’s quite another to be told that your character feels a bead of sweat slipping between the sections of their already-hot leather armor. Fear is another direction you can take this in (<a href="https://markivgames.com/a-dms-best-friend-how-to-use-fear/2021/02/04/" target="_blank" rel="noopener">read more on that here</a>).</p>								</div>
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		</section>
				<section class="elementor-section elementor-top-section elementor-element elementor-element-43c478c elementor-section-boxed elementor-section-height-default elementor-section-height-default" data-id="43c478c" data-element_type="section" data-e-type="section">
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					<h2 class="elementor-heading-title elementor-size-default">Humor is Key</h2>				</div>
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					</div>
		</section>
				<section class="elementor-section elementor-top-section elementor-element elementor-element-32fe5a4 elementor-section-boxed elementor-section-height-default elementor-section-height-default" data-id="32fe5a4" data-element_type="section" data-e-type="section">
						<div class="elementor-container elementor-column-gap-default">
					<div class="elementor-column elementor-col-100 elementor-top-column elementor-element elementor-element-50f57d5" data-id="50f57d5" data-element_type="column" data-e-type="column">
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						<div class="elementor-element elementor-element-a5fa8b8 elementor-widget elementor-widget-text-editor" data-id="a5fa8b8" data-element_type="widget" data-e-type="widget" data-widget_type="text-editor.default">
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									<p style="box-sizing: border-box; border: 0px; font-size: 16px; font-style: normal; font-weight: 400; margin: 0px 0px 1.75em; outline: 0px; padding: 0px; vertical-align: baseline; color: #5c5c5c; font-family: 'Quattrocento Sans', sans-serif; font-variant-ligatures: normal; font-variant-caps: normal; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: #ffffff; text-decoration-thickness: initial; text-decoration-style: initial; text-decoration-color: initial;">Humor is a no-brainer&#8211;it’s a great tool to lighten the mood, get people laughing, and encourage fun shenanigans. My secret is to encourage your players to<em style="box-sizing: border-box; border: 0px; font-size: 16px; font-style: italic; font-weight: inherit; margin: 0px; outline: 0px; padding: 0px; vertical-align: baseline;"> </em><em style="box-sizing: border-box; border: 0px; font-size: 16px; font-style: italic; font-weight: inherit; margin: 0px; outline: 0px; padding: 0px; vertical-align: baseline;">stay in-character</em> when they’re joking around. This helps them stay connected to the world, explore different parts of their character’s personality (PC’s deserve to have a good time too), and even develop the actual plot of the campaign—usually in ways you least expect. It’s one thing to talk about the druid eloping with a quickling, and it’s quite another to role play through the romantic (and VERY brief) ceremony.</p>								</div>
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											<a href="https://unsplash.com/photos/Q4Honp3Pyqs?utm_source=unsplash&#038;utm_medium=referral&#038;utm_content=creditShareLink">
							<img decoding="async" src="https://markivgames.com/wp-content/uploads/2021/03/clint-bustrillos-engaging-players-five-tips-dungeon-masters-mark-iv-games-board-games-factions-of-sol.jpg" title="" alt="" loading="lazy" />								</a>
											<figcaption class="widget-image-caption wp-caption-text"><span>Photo by <a href="https://unsplash.com/@clintbustrillos?utm_source=unsplash&amp;utm_medium=referral&amp;utm_content=creditCopyText">Clint Bustrillos</a> on <a href="https://unsplash.com/s/photos/board-game?utm_source=unsplash&amp;utm_medium=referral&amp;utm_content=creditCopyText">Unsplash</a></span>. Perhaps the Ettin is just saying hi!</figcaption>
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					<h2 class="elementor-heading-title elementor-size-default">Subvert Their Expectations</h2>				</div>
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						<div class="elementor-element elementor-element-182a81d elementor-widget elementor-widget-text-editor" data-id="182a81d" data-element_type="widget" data-e-type="widget" data-widget_type="text-editor.default">
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									<p style="box-sizing: border-box; border: 0px; font-size: 16px; font-style: normal; font-weight: 400; margin: 0px 0px 1.75em; outline: 0px; padding: 0px; vertical-align: baseline; color: #5c5c5c; font-family: 'Quattrocento Sans', sans-serif; font-variant-ligatures: normal; font-variant-caps: normal; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: #ffffff; text-decoration-thickness: initial; text-decoration-style: initial; text-decoration-color: initial;"><span style="box-sizing: border-box; border: 0px; font-size: 16px; font-style: inherit; font-weight: inherit; margin: 0px; outline: 0px; padding: 0px; vertical-align: baseline; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;">Because fantasy as a genre is so saturated with cliches, giving the players the opposite of what they expect—in both big and little moments, can go a long way to keep your players on their toes. Kind old Clerics with evil agendas, sketchy quests that turn out wholesome, surfer-bro astral entities, it all serves to open the world up to new directions, keep things exciting, and make your game feel less like a copy &amp; pasted Critical Role adventure.</span></p>								</div>
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		</section>
				<section class="elementor-section elementor-top-section elementor-element elementor-element-885b06c elementor-section-boxed elementor-section-height-default elementor-section-height-default" data-id="885b06c" data-element_type="section" data-e-type="section">
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				<div class="elementor-widget-container">
					<h2 class="elementor-heading-title elementor-size-default">Keep Things Moving</h2>				</div>
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				<div class="elementor-element elementor-element-d73d8b1 elementor-widget elementor-widget-text-editor" data-id="d73d8b1" data-element_type="widget" data-e-type="widget" data-widget_type="text-editor.default">
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									<p style="box-sizing: border-box; border: 0px; font-size: 16px; font-style: normal; font-weight: 400; margin: 0px 0px 1.75em; outline: 0px; padding: 0px; vertical-align: baseline; color: #5c5c5c; font-family: 'Quattrocento Sans', sans-serif; font-variant-ligatures: normal; font-variant-caps: normal; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: #ffffff; text-decoration-thickness: initial; text-decoration-style: initial; text-decoration-color: initial;"><span style="box-sizing: border-box; border: 0px; font-size: 16px; font-style: inherit; font-weight: inherit; margin: 0px; outline: 0px; padding: 0px; vertical-align: baseline; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;">The pace of a game (especially in combat), is crucial. My rule of thumb is to keep things moving as quick as you can without muddying the storytelling. That way, the moments that deserve more time feel more special.</span></p>								</div>
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				<section class="elementor-section elementor-top-section elementor-element elementor-element-5b3e834 elementor-section-boxed elementor-section-height-default elementor-section-height-default" data-id="5b3e834" data-element_type="section" data-e-type="section">
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				<div class="elementor-widget-container">
					<h2 class="elementor-heading-title elementor-size-default">Cause and Effect</h2>				</div>
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				<div class="elementor-element elementor-element-f4229d8 elementor-widget elementor-widget-text-editor" data-id="f4229d8" data-element_type="widget" data-e-type="widget" data-widget_type="text-editor.default">
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									<p style="font-size: 16px; font-style: normal; font-weight: 400;"><span style="font-size: 16px; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;">I think the most rewarding parts of DnD come when your characters are really hit by the consequences of their actions—both positive and negative, and the strongest way to make that happen is to focus on the people in your world, as it’s easiest to empathize with. When your characters save someone’s life or help a village, let your players see what happens next. Do they meet a former victim who’s started a new arcane trade? Visit a happy family that was formerly scrounging for food? One of the most striking moments early on in my current campaign happened when they failed to save a child from lethal poison. The kid died, they watched the family grieve, and after my players understood a lot more about the power they carried in the world. Be wary of punishing your players, however, especially if the issue can be solved with an honest conversation rather than turning a PC’s crush into an aboleth.</span></p>
<p style="font-size: 16px; font-style: normal; font-weight: 400;"><span style="font-size: 16px; font-style: normal; font-weight: 400; color: var( --e-global-color-text ); font-family: var( --e-global-typography-text-font-family ), Sans-serif;">Have you used any of these tools? What do you use to keep your players engaged over zoom (please I actually wanna know)? Comment and let us know!</span></p>								</div>
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				</div>
		<p>The post <a href="https://factionsofsol.com/engaging-players-five-useful-tips-for-dungeon-masters/2021/03/04/">Engaging Players: Five Useful Tips for Dungeon Masters</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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		<title>SHOCKING ABDUCTION: The Rough Smugglers of Nebula G4Y</title>
		<link>https://factionsofsol.com/shocking-abduction-the-rough-smugglers-of-nebula-g4y/2021/02/28/</link>
					<comments>https://factionsofsol.com/shocking-abduction-the-rough-smugglers-of-nebula-g4y/2021/02/28/#comments</comments>
		
		<dc:creator><![CDATA[admin]]></dc:creator>
		<pubDate>Mon, 01 Mar 2021 03:13:01 +0000</pubDate>
				<category><![CDATA[Sol Sundays]]></category>
		<guid isPermaLink="false">https://markivgames.com/?p=1677</guid>

					<description><![CDATA[<p>Emmet Solisqueen, Field Researcher In Transit: Sector G4Y Terraforming Biologist: Unassigned Day 6, 1400 Hours: It’s been 6 days since I left that hot planet Hypatia behind. After the Captain left everything life itself became pointless.&#160; So I decided to take a vacation into the abyss to match my mood. Maybe somewhere out in the [&#8230;]</p>
<p>The post <a href="https://factionsofsol.com/shocking-abduction-the-rough-smugglers-of-nebula-g4y/2021/02/28/">SHOCKING ABDUCTION: The Rough Smugglers of Nebula G4Y</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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<h5 class="wp-block-heading"><strong>Emmet Solisqueen, Field Researcher</strong></h5>



<h2 class="wp-block-heading"><strong>In Transit</strong>: Sector G4Y</h2>



<h5 class="wp-block-heading"><strong>Terraforming Biologist</strong>: Unassigned</h5>



<h5 class="wp-block-heading"><strong>Day 6, 1400 Hours:</strong></h5>



<p>It’s been 6 days since I left that hot planet Hypatia behind. After the Captain left everything life itself became pointless.&nbsp; So I decided to take a vacation into the abyss to match my mood. Maybe somewhere out in the cosmos I’ll meet someone else like him…</p>



<h5 class="wp-block-heading"><strong>Day 9, 2230 Hours:</strong></h5>



<p>I think I’m gonna go to Reno? The one with all the casinos out in sector D-62? I found a great shortcut that will take weeks off of my journey through Nebula H-151315, or as the locals call it Nebula G4Y. I don’t know why people don’t take this route more often, it’s going to be so much faster!</p>



<h5 class="wp-block-heading"><strong>Day 11, 800 Hours:</strong></h5>



<p>I’m doing it. I’m going to go to Reno and get over my steamy friendship with Captain Twist. I already cashed in every credit of my savings, there’s no going back. I’m gonna win big, and then maybe Twist will love me!</p>



<h5 class="wp-block-heading"><strong>Day 17, 2030 Hours:</strong></h5>



<p>I got halfway through Nebula G4Y, decked out in my brand-new 6-piece suit, and my turbines crashed! When I went down to inspect them they were filled with superheated space dust—I guess that’s why people don’t fly their ships through nebulas. Since I’m stuck I sent out a distress beacon, we’ll see if anyone’s nearby.</p>



<h5 class="wp-block-heading"><strong>Day 18, 130 Hours:</strong></h5>



<p>Smugglers. Or pirates. Definitely not law-abiding employees, their ship looks entirely foreign to me. This is my last log before they board. Oh MARK’s MOLARS, I really regret that distress beacon.</p>



<h5 class="wp-block-heading"><strong>Day 18, 2200 Hours:</strong></h5>



<p>They call themselves the Snaking Swindlers. They’re smugglers, lawless criminals that roam the edges of Megacore’s domain looking for a profit. Despite their immorality, however, there’s something charming about their rough, unfiltered charisma. Due to my 6-piece suit &amp; all the credits I had on board (which they took), they plan to keep me for a ransom—I did not inform them I’m just a lonely scientist.</p>



<h5 class="wp-block-heading"><strong>Day 19, 930 Hours:</strong></h5>



<p>Maybe it’s because I’ve been stuck with the ceaseless structure of a research outpost, but these&#8230;vagabonds are like a breath of fresh, oxygenated air. I have almost forgotten my home on Hypatia with Captain Twist. It’s a wonder they communicate so well without eyes or mouths. Previous to my encounter with the Snaking Swindlers, I had no these kinds of clue giant space worms had their own language. Lumbric, I think, is their leader. When he even looks in my direction I get butterflies from his arrogant and magnetic personality—I will call it fear.</p>



<h5 class="wp-block-heading"><strong>Day 19, 1750 Hours:</strong></h5>



<p>After little more than a day I feel more at home with these fine, swarthy Swindlers than any others in my life. I have learned of a custom of theirs—If an outsider challenges their leader to a sacred wrestling match and wins, I will become one of them. My only hope is that I will fit in, and that Lumbric will accept my challenge—I must make a good impression.</p>



<h5 class="wp-block-heading"><strong>Day 19, 2315 Hours:</strong></h5>



<p>Well. I feel really embarrassed. I formally challenged Lumbric and stated my intent to join them as a Snaking Swindler, and Lumbric said “please no” and started to throw up a bit at the thought of me staying. Apparently they only kept me around because they thought I was lonely and desperate. They felt bad for me, so they fixed my ship and even gave me some of my credits back. They want me to launch immediately.&nbsp;</p>



<h5 class="wp-block-heading"><strong>Day 20, 500 Hours:</strong></h5>



<p>I know it’s probably for the best, but I still can’t stop thinking about Lumbric and the Swindlers&#8230;it wouldn’t have worked out anyway. Well, maybe I’ll find something in Reno.</p>



<p></p>



<p>Enjoyed this story? Check out more Sol Sunday posts <a href="https://markivgames.com/category/sol-sundays/">here</a>.</p>
<p>The post <a href="https://factionsofsol.com/shocking-abduction-the-rough-smugglers-of-nebula-g4y/2021/02/28/">SHOCKING ABDUCTION: The Rough Smugglers of Nebula G4Y</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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		<title>Important Lessons About Teamwork in Board Game Design</title>
		<link>https://factionsofsol.com/important-lessons-about-teamwork-in-board-game-design/2021/02/25/</link>
		
		<dc:creator><![CDATA[Emma Sollenberger]]></dc:creator>
		<pubDate>Fri, 26 Feb 2021 03:13:00 +0000</pubDate>
				<category><![CDATA[Game Design]]></category>
		<guid isPermaLink="false">https://markivgames.com/?p=1680</guid>

					<description><![CDATA[<p>Working as a team has its ups and downs, especially when that team is composed of two very close friends. Harry and I make up “Team I,” one of two board game design teams on Mark IV Games. Before Mark IV Games had even started, we were already close. We played D&#38;D together (He DMs [&#8230;]</p>
<p>The post <a href="https://factionsofsol.com/important-lessons-about-teamwork-in-board-game-design/2021/02/25/">Important Lessons About Teamwork in Board Game Design</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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<p>Working as a team has its ups and downs, especially when that team is composed of two very close friends. Harry and I make up “Team I,” one of two board game design <a href="https://markivgames.com/about-us/">teams</a> on Mark IV Games. Before Mark IV Games had even started, we were already close. We played <a href="https://dnd.wizards.com/">D&amp;D</a> together (He DMs one game and we both play in another), lived in the same college <a href="https://sites.northwestern.edu/willard/about/">dorm</a>, and got along really well.&nbsp;</p>



<p>The two of us have been working for almost a year on designing our game, codenamed <em>Project Impervious</em>, and we’ve learned a lot about each other in the process. For starters, Harry is much more creative than I am. Lots of the game’s best features were ideas that randomly popped into his head. I, meanwhile, am more methodical and logical, and enjoy problem solving. I like to make things work, while Harry likes to make things that work.</p>



<p>This creates tension sometimes–&nbsp;Harry might have a really interesting idea that, to me, just doesn’t fit the game. I may come up with a solution to a problem, but Harry sees a way to avoid the problem altogether. In general, I’m a lot more resistant to change, but Harry is always willing to go out on a limb.</p>



<p>More often than not, however, these differences enhance the board game design experience. I created the first draft of <em>Project Impervious</em> a year ago, and without Harry’s input, the game was very, very boring. And without me to slow him down, Harry jumps from idea to idea instead of sticking with one concept to see if it works. As projects <a href="https://markivgames.com/the-story-of-the-evolution-of-factions-of-sol/2021/01/02/">evolve over time</a>, we don’t worry about upsetting each other, because we trust that what we say is in the best interest of the game.</p>



<p>At the end of the day, board games are about bringing people together. This means compromising and trying new things, even if you don’t think they’ll work. I’m grateful that Harry is able to push me out of my comfort zone and show me how to improve one adjustment at a time.</p>



<p>For those of you working on your own <a href="https://markivgames.com/category/game-design/">board game design</a>, or even working on any collaborative projects, how do you handle working with people with different work styles? Is there a tip or trick you use when conflict arises? Let me know in the comments or reach out to our <a href="https://www.facebook.com/markivgames/">Facebook</a>, <a href="https://www.instagram.com/markivgames/">Instagram</a> or <a href="https://twitter.com/markivgames">Twitter</a> what your experience with collaboration is!</p>
<p>The post <a href="https://factionsofsol.com/important-lessons-about-teamwork-in-board-game-design/2021/02/25/">Important Lessons About Teamwork in Board Game Design</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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		<title>TREMENDOUS DISCOVERY: Sol&#8217;s Time Traveling Daughters of Einstein</title>
		<link>https://factionsofsol.com/tremendous-discovery-factions-of-sols-time-traveling-daughters-of-einstein/2021/02/21/</link>
		
		<dc:creator><![CDATA[Elam Blackwell]]></dc:creator>
		<pubDate>Sun, 21 Feb 2021 17:51:00 +0000</pubDate>
				<category><![CDATA[Sol Sundays]]></category>
		<guid isPermaLink="false">https://markivgames.com/?p=1557</guid>

					<description><![CDATA[<p>Live captioning recorded from the 13th Annual Meeting for the American Society of Physicists. Host: Please welcome to the stage, Lucy Maxwell! (Audience Applause) Lucy: Thank you, thank you. I’d just &#8211; I’d like to thank the foundation first and foremost for sponsoring this symposium. One of the best parts of my year is always [&#8230;]</p>
<p>The post <a href="https://factionsofsol.com/tremendous-discovery-factions-of-sols-time-traveling-daughters-of-einstein/2021/02/21/">TREMENDOUS DISCOVERY: Sol&#8217;s Time Traveling Daughters of Einstein</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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<p><em>Live captioning recorded from the 13th Annual Meeting for the American Society of Physicists.</em></p>



<p><strong>Host</strong>: Please welcome to the stage, Lucy Maxwell!</p>



<p>(Audience Applause)</p>



<p><strong>Lucy</strong>: Thank you, thank you. I’d just &#8211; I’d like to thank the foundation first and foremost for sponsoring this symposium. One of the best parts of my year is always coming here to see what we’re all doing to further science in the name of science.&nbsp;</p>



<p>(Lucy steps forward to the center of the stage)</p>



<p>What is time? As my metaphorical father once said “Time is nothing but a stubbornly persistent illusion.” That always stuck with me&#8230;, and for some reason never quite sait right. What might Gauss have said with that sort of thinking? “Geometry is nothing but a stubbornly persistent illusion.” What he meant is that time is not as rigid as we once thought, but that doesn’t make it an illusion any more than pure mathematics or biology. Gauss went on to redefine geometry, leading to a myriad of mathematical discoveries, so why can’t we do the same with time? Time may be stubborn and persistent, but it is no illusion. It is real, and as scientists we can be <em>more</em> stubborn and persistent.</p>



<p>(Lucy walks back towards the podium)</p>



<p>When I first presented this idea, I was laughed out of Oxford. My colleagues said that the idea was ridiculous, and that it would never amount to anything. Only a few of my closest friends and I continued with our research, convinced that we would find something of import hidden in the fabric of spacetime. And after years of work, we did.</p>



<p>(Lucy pulls out a small device)</p>



<p>This remote, that fits in the palm of my hand, is able to manipulate time, if only for a few minutes. A larger machine utilizing the same &#8211;&nbsp;</p>



<p>(Another Lucy appears in the center of the stage)</p>



<p><strong>Lucy 2</strong>: WILL! There you go!</p>



<p>(The audience sits in stunned silence)</p>



<p>Oh I suppose you haven’t &#8211;&nbsp;</p>



<p><strong>Lucy</strong>: No not yet.</p>



<p><strong>Lucy 2</strong>: Right, go on, they’ll get it in a second.</p>



<p><strong>Lucy</strong>: Alright. As I was saying, a larger machine utilizing the same technology could hypothetically manipulate time at any scale. Not just through a single person, but a city, country, planet even.</p>



<p>(Two audience members start to clap confusedly. They soon stop.)</p>



<p>Anyhow, I suppose I should show you what I mean. Ladies and gentlemen, time no longer is a persistent illusion. We have pulled back the curtain and bent the laws of physics to our &#8211;&nbsp;</p>



<p>(Lucy disappears)</p>



<p><strong>Lucy 2</strong>: Ta da!</p>



<p>(Applause begins slowly at first but ends in a standing ovation)</p>



<p><strong>Host</strong>: Lucy Maxwell Everyone!</p>



<p></p>



<p>Enjoyed this story? Check out more Sol Sunday posts <a href="https://markivgames.com/category/sol-sundays/">here</a>.</p>
<p>The post <a href="https://factionsofsol.com/tremendous-discovery-factions-of-sols-time-traveling-daughters-of-einstein/2021/02/21/">TREMENDOUS DISCOVERY: Sol&#8217;s Time Traveling Daughters of Einstein</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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		<title>Top Four Ways to Cheat at Board Games</title>
		<link>https://factionsofsol.com/top-four-ways-to-cheat-at-board-games/2021/02/16/</link>
		
		<dc:creator><![CDATA[Joe Blanchard]]></dc:creator>
		<pubDate>Tue, 16 Feb 2021 17:44:00 +0000</pubDate>
				<category><![CDATA[Notes from the Team]]></category>
		<guid isPermaLink="false">https://markivgames.com/?p=1554</guid>

					<description><![CDATA[<p>(From a Game Designer) Like lots of people, I spent a good deal of my quarantine playing board games. Both casually and working as a designer on our game Factions of Sol, &#160;I spent endless hours with family and on TableTop Simulator. However, I encountered a significant problem early on&#8211;I am bad at board games. [&#8230;]</p>
<p>The post <a href="https://factionsofsol.com/top-four-ways-to-cheat-at-board-games/2021/02/16/">Top Four Ways to Cheat at Board Games</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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<p><strong>(From a Game Designer</strong>)</p>



<p>Like lots of people, I spent a good deal of my quarantine playing board games. Both casually and working as a designer on our game <strong><em>Factions of Sol</em>, </strong>&nbsp;I spent endless hours with family and on TableTop Simulator. However, I encountered a significant problem early on&#8211;I am bad at board games. Like legitimately bad, for no reason. Not that I’m (necessarily) dumb or don’t understand the game, because even when I LITERALLY DESIGNED THE GAME WE’RE PLAYING, I never seem to win.</p>



<p>So, in lieu of being able to win games like a normal person, I turned to what was clearly the next best, most ethical option—Cheating! Cheating takes a regular game night and turns it into your own ~fun~ little thrill. I like to think I’ve gotten pretty good at it, so I wanted to share my top 4 tips for cheating at board games.</p>



<p><strong>4. Sleight of Hand</strong></p>



<p>Pros: You feel like you’re in Skyrim / a James Bond movie</p>



<p>Cons: Everyone saw you</p>



<p>I think sleight of hand is the most boring way to cheat. It’s hard to pull off, takes physical skills (which most of us don’t have), and isn’t nearly as cool as you want it to be. Yeah so what, you got more wheat in Catan while your mom was wine-drunk&#8230;everyone else at the table still saw you take 8 cards. And now you have to talk about your “problem.”&nbsp; 3.5/10</p>



<p><strong>3. Playing Dumb</strong></p>



<p>Pros: Very believable, easy to pull off</p>



<p>Cons: Hurts that no one questioned it</p>



<p>Ol’ reliable. All you’ve gotta do is “accidentally” put too many troops on the board or “forget” to spend your resources for the third time in a row, and just like that BAM! You’ve got the advantage! In my experience this trick might start working too well, however, in which case just get ready for a big ol’ drop in self-esteem (unless it’s already rock bottom 😉 ) for when your baby brother says that “My stuffed tiger is smarter than you.”&nbsp; 6/10</p>



<p><strong>2. Bullying</strong></p>



<p>Pros: VERY effective</p>



<p>Cons: A lot of Discord servers won’t let you back in</p>



<p>Another very solid choice at the gaming table. Since this trick can go so many different ways, I’d recommend focusing on intimidation, blackmail, and cyberbullying. Nothing takes the wind out of someone’s sails mid-game like the table getting flipped on to you, or finding a bunch of incredibly mean photoshops of yourself on twitter. While this one does work great, be prepared for some hard feelings after the game. Some people just don’t get that it’s part of the fun. 8.5/10</p>



<p><strong>1. Gaslighting</strong></p>



<p>Pros: No one catches you</p>



<p>Cons: None</p>



<p>Nothing can beat gaslighting. This skill has worked SO well for me, I started using it in other areas of my life &amp; I’ve never been better. All you’ve gotta do is hit ‘em with a “I never said that! You never listen!!!” or a “You’re the only person who believes that.” They’ll internalize the blame, carry it around for the rest of their lives, and you’re golden! Use this fun trick to change who’s in the lead, rewrite rules, make people doubt their sanity. 10/10</p>



<p>Have you used these tools? What other great cheating tips have you discovered? Let us know!</p>
<p>The post <a href="https://factionsofsol.com/top-four-ways-to-cheat-at-board-games/2021/02/16/">Top Four Ways to Cheat at Board Games</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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		<title>BREAKING: Sol&#8217;s Interplanetary Council CONTINUES to Be Useless!</title>
		<link>https://factionsofsol.com/breaking-sols-interplanetary-council-continues-to-be-useless/2021/02/14/</link>
		
		<dc:creator><![CDATA[Elam Blackwell]]></dc:creator>
		<pubDate>Sun, 14 Feb 2021 22:01:12 +0000</pubDate>
				<category><![CDATA[Sol Sundays]]></category>
		<guid isPermaLink="false">https://markivgames.com/?p=1543</guid>

					<description><![CDATA[<p>OFFICIAL TRANSCRIPT OF THE 23rd INTERPLANETARY COUNCIL ON THE 31st DAY IN THE MONTH OF SEPTEMBER IN THE YEAR OF SOL 1954: COUNCIL THRONEMAN &#8211; Huxley L. Piaget Transcript Begin THMN. Piaget: I hereby call this Council into session. May Sol shine brightly on this honorable assembly. UNISON: May Sol shine forevermore.&#160; THMN. Piaget: You [&#8230;]</p>
<p>The post <a href="https://factionsofsol.com/breaking-sols-interplanetary-council-continues-to-be-useless/2021/02/14/">BREAKING: Sol&#8217;s Interplanetary Council CONTINUES to Be Useless!</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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<h5 class="wp-block-heading"><strong><em>OFFICIAL TRANSCRIPT OF THE 23rd INTERPLANETARY COUNCIL ON THE 31st DAY IN THE MONTH OF SEPTEMBER IN THE YEAR OF SOL 1954:</em></strong></h5>



<h5 class="wp-block-heading"><strong>COUNCIL THRONEMAN &#8211; Huxley L. Piaget</strong></h5>



<h5 class="wp-block-heading"><strong><em>Transcript Begin</em></strong></h5>



<p><strong>THMN. Piaget:</strong> I hereby call this Council into session. May Sol shine brightly on this honorable assembly.</p>



<p><strong>UNISON:</strong> May Sol shine forevermore.&nbsp;</p>



<p><strong>THMN. Piaget:</strong> You may be seated. Before today’s proceedings, I would like to remind the people of Sol that this portion of today’s assembly is sponsored by VitaPlus. Cosmic radiation getting you down? While cancer rates have skyrocketed within the past 30 years, MegaCore has been working on a solution to end that pesky problem. With VitaPlus, one single ingestible tablet will deposit tens of thousands of nanobots into your bloodstream, scanning your every cell. In case cancer is detected, all cells will be instantly incinerated and a new body will be on-site in less than 2 hours. Never worry again with VitaPlus.</p>



<p><strong>UNISON:</strong> Now only $399 plus shipping and handling.</p>



<p><strong>THMN Piaget:</strong> I would also like to acknowledge the absence of our Neptunian representative Councilman Thrun. On his way here, he suffered a malfunction that caused his body to spontaneously combust. I have been informed that his new body will be on-site in less than 2 hours, so I make a motion to push the discussion of the nuclear meltdowns on Neptune’s southern pole that could destabilize the planet for the foreseeable future to after our coffee break.</p>



<p><strong>CLMN Graxley of Jupiter:</strong> Seconded.</p>



<p><strong>CLMN Juniper of Eros:</strong> Thirded.</p>



<p><strong>THMN Piaget:</strong> Moving on. Our first standing order of business. MegaCore Inc. would like to purchase the council in its entirety for $1,645,000. I motion to push this to next council meeting.</p>



<p><strong>CLMN Halbert of Mars:</strong> Seconded.&nbsp;</p>



<p><strong>CLMN Graxley of Jupiter &amp; CLMN Freeman of Mercury:</strong> Thirded. Oh sorry do you want to… Fourthed.</p>



<p><strong>THMN Piaget:</strong> Passes. Secretary Yunwei, please add that to the docket for tomorrow’s meeting. Final order of business before first Attention Span Break sponsored by MegaCore Inc., Councilman Juniper you have an announcement about Eros’ imminent collision with Mars?</p>



<p><strong>CLMN Juniper:</strong> Yes Throneman. The extended mining operations on Eros have unfortunately perturbed its orbit. Current estimations have shown an impending collision with Mars in 13 days. My constituents have expressed their concern about this issue and I would like to bring it forth for discussion.&nbsp;</p>



<p><strong>THMN Piaget:</strong> Discussion may proceed.&nbsp;</p>



<p><strong>CLMN Juniper:</strong> Thank you Throneman. I would like to express my disappointment on behalf of my constituents with Mars and their lack of response to this issue.&nbsp;</p>



<p><strong>CLMN Gutha of Mars:</strong> Your disappointment has been noted, Councilman Juniper. However, I have little power to move a large asteroid on such short notice. In the future, please bring this to my attention at least 6 weeks in advance. For now I move that we ask MegaCore nicely to move the collision path.</p>



<p><strong>CLMN Juniper:</strong> Seconded.&nbsp;</p>



<p><strong>THMN Piaget:</strong> Thirded and passed. Alright, good work everyone. We will meet back in half an hour before our second Attention Span Break sponsored by MegaCore Inc. “<em>Take a break once in a while!</em>” All rise. You are adjourned. </p>



<p></p>



<p>Enjoyed this story? Check out more Sol Sunday posts <a href="https://markivgames.com/category/sol-sundays/">here</a>.</p>
<p>The post <a href="https://factionsofsol.com/breaking-sols-interplanetary-council-continues-to-be-useless/2021/02/14/">BREAKING: Sol&#8217;s Interplanetary Council CONTINUES to Be Useless!</a> appeared first on <a href="https://factionsofsol.com">Factions of Sol</a>.</p>
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