Connecting Worldbuilding to System (Part 2)
SNAFU is a system about relationships and connections. If we think about relationships as strings connecting different elements of play, then the first thing we need to do is establish a framework to attach those strings to. I've done the math in the background, I've done some playtesting through "The Law" and other one off games, and I've generally worked out how the degrees of success obtained by characters will reflect upon their agency in the narrative. Generally, this has led to a few different "base levels" of character... In the "Familiar" game, most characters are based at "street level" with the benefits provided by the familiars pushing them toward "veteran" level. On average, the numbers mean that players generally have a better than average chance of succeeding at their task attempts, but there will quite often be some kind of fallout (with better success or less fallout when attempting tasks in their specialty...