For people who have done non-criminal hacks, did you use turf, or replace it with a turf-equivalent (what was it?) or just ignore it or what?
For people who have done non-criminal hacks, did you use turf, or replace it with a turf-equivalent (what was it?)…
For people who have done non-criminal hacks, did you use turf, or replace it with a turf-equivalent (what was it?)…
I came up with something else that was quite similar. Which is to say I gave the turf mechanic a bit of cosmetic surgery. The character of each piece of Turf tells players what other crews/factions like them tend to occupy (singularly) to establish a stronger foundation for their reputation (it directly makes advancement easier). Sometimes there is a nice equivalent for the role that turf serves to a gang in Doskvol – something that NPCs will protect if given the chance and can be threatened by their rivals. But maybe there isn’t.
For Final Frontier, a Star Trek hack, I replaced Turf with Systems. Missions to take them would oppose the interests of a system’s rulers, or another faction they had allied with – and would aim to get an alliance (or treaty or subjugation, depending on who’s asking)
Even with the criminal hack I did for Shadowrun, I changed Turf up to better suit what the game is about – in Runners, Turf is Fixers. Missions to “take” them oppose other shadow groups, megacorps, and political leagues – and would aim to get the loyalty and job preference of the fixer.
For a hack I’m working on, which is largely about navigating Society the holding of land is largely unimportant, so instead of holding Turf characters will gain Attendance to various prestigious clubs. The idea being that the characters will need less Reputation to get ahead if their seen rubbing elbows with well respected individuals regularly.
Maybe you could treat the Hawkers(?) ability which lets you use +3 relationships as Turf as the standard, and make Turf spaces into things that let you raise a relationship?