|Bob Jonquet Venture-Captain, Illinois—Decatur aka TwilightKnight|
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When we first went to the new model, I continued to print out the faction missions and asked, at the start of every session, if the players wanted to use them. I never once had a player say they wanted to do the missions, but most wanted the sheets for the additional information they could get on the challenges to come. Now some of those missions provided indirect information that the society couldn't possibly know or that it sounded more like a shot in the dark..."if you happened to run across ABC, or PDQ event happened to occur, make sure you do XYZ." Ridiculous. Some just came right out and told you who/what you were going to encounter. Sounds great, except that your only got said "juicy" info if you were lucky enough to have the "right" faction player at the table. Certainly did not support the idea of consistent play from table to table.
Anyway, after a short time, I stopped giving them out, even stopped bothering to print them. If there is actually important information on the mission sheet/s that the players need, but is otherwise not available, I will provide it during the course of the scenario. Otherwise, its at least a waste of paper and ink, or at worst a distraction from the main goals of the scenario which is exactly the reason we moved away from that model in the first place.
Personally, I think factions have evolved to the point of not even being necessary. I haven't had a single player reference their faction's annual goals. In fact, I would wager that I can count on one hand the number of players with whom I've played in the past year who even know or could tell me what their faction's goal is/was. It is unfortunate since the faction aspect is one of the things I liked best about PFS. IMO, they are having little to no impact on PFS and we could save some developer time and effort, not to mention valuable print-space, if we eliminated them and just focused on the Society's primary goals.
...and I am saddened to say it