Hawkers and product supplies – how granular do YOU think it should be? I’ve run a couple of sessions of a Hawkers game, starting with them stealing enough unrefined electroplasm to make a heap of Spark, but I’m not sure whether it’s a great idea to continue requiring scores like that.
And in a similar vein (pun, of course, intended), do you think a Clock to manage actually producing product is a good idea? I did that in the first downtime, but again I’m not sure we want to keep doing that going forward.
Anybody got thoughts?