
Each faction could compete in either arena, with one being more important to some than others. It became not just an area-control game, but also an area-influence game. Having a faction that pursued influence added that mechanism to the game. Peasant armies, knightly orders, Islamic states, and assassin cults - there was a lot going on! It didn't quite work out, but the idea of an assassin-based Cult faction (now called the Murshid) that competed not by warfare but by stealth and influence was one I was sure I wanted to include. The others did not come so quickly.Īs I was searching for inspiration for other factions, I considered various themes, one of which was the Crusades.

Then, naturally, if you have an area-control game, the agenda of one of the factions should be controlling areas this became the Caliphate. I started out designing the Horde (now called the Warlord), which is basically equivalent to the killing faction in Chaos in the Old World. Without this faction, the whole game would play differently.Ĭrescent Moon started as a thought experiment: What if I made a game in which every faction had different agendas, and every faction was somehow structural to the game? The fourth faction, however, had a completely different role it won the game by killing the units of the other factions.

What struck me was that, although all of the factions had different powers, three of the factions had basically the same agenda - drop corruption in various areas for various reasons - and were thus more or less interchangeable. In 2016, I played Chaos in the Old World, an area-control game in which players represent evil space gods, each with their own asymmetrical faction.
