Variant - Alternate timer

By PillarNexus, in Fallout

Something I'd like to try and see if it works a little better for pacing:

Instead of having the faction token/s move when the agenda deck runs out, start the game with a quest marker pointed at the top spot of the faction track. When the agenda deck runs out, take the other quest marker of that color and put it on top of the first. When it runs out again, remove one quest marker then move the other one spot down the faction track. If the quest marker hits the bottom, then normal rules apply for moving faction markers the next time the agenda deck runs out. It would make solo mode a little less frustrating, I would imagine, but it could make the game too easy.

If anyone tries this out, let me know how it affects gameplay and length.