So people have been talking about having minor clan cards and it gave me an idea. What if instead of choosing a n element for your role you can choose a minor clan (example is seeker of the bat) then there can be minor clan role only card (like bat role only) let me know what you think
Minor Clan Idea
My guess is that minor clans are going to end up being neutral cards with the Clan's keyword for the time being. They will probably have a few abilities that trigger off the Clan's keyword. This is simpler and fits in the current framework of the game.
Don't think it could happen, the keeper/seeker roles are more for an elemental thematic. Also, there's a small dozen minor clan, so would be too much options compared to rings roles.
Minor clans will most probably be neutral cards, like imperial and Ronin cards. They may be able to "swear fealty" with the coming "seal of the (X) clan" cards.
Might even see some as conflict chars with influence value. And once enough MC characters exist, maybe a 3 Men Alliance stronghold.
I'm hoping for something mirroring what they did with Netrunner and their minor factions ( https://www.fantasyflightgames.com/en/news/2015/6/1/data-and-destiny/). They released 9 faction-specific cards (there's only 1 deck they have to build) and then gave them each 1 identity (stronghold equivalent) with increased influence. They each get about 1 card per cycle.
In Netrunner, you aren't limited to a single influence source (think Clan), so they're able to pull from the any source when building their deck and while I think the mechanic would cross-over, I don't think they should be able to splash multiple major clans. Maybe up to 2 other minor clans if they don't choose a major clan.
Not sure if you'd want to limit them on splash selection (e.g. Fox cannot include Crab or Unicorn cards).
The Dynasty deck is where this gets dicey. There has never (such a long time) been influence on dynasty characters, so adding them seems unlikely. There were about 12 character cards per Clan in the core... Maybe give each minor clan 7 characters and a holding. Then they could add a playset each of 1 character costing up to 3 fate, 1 character costing up to 2 fate, and 1 character costing up to 1 Fate from your chosen splash faction. By the time this could be implemented, there will be sufficient neutral dynasty characters. I don't think restricting them to non-unique characters is any more balancing.
3 hours ago, Frentier said:[Minor Clans] will probably have a few abilities that trigger off the Clan's keyword.
Ideally, each minor clan would have some signature ability or keyword (or more than 1) that offers it a distinct theme, as @Frentier suggested. This would give extra appeal to each minor clan and offer a reason for someone to splash into them.
Edited by DucirisTypo