That's a good idea Rags running different leagues in the campaign, question for you have you ever tried a 3 or 4 team game playing solo?
Not yet -- up to now I've tended to keep things simple in solo games. I've used NPC enemy forces and Terrors, but I've stuck to two leagues, though I sometimes generate the Bot forces by random card draws. Basically, I'm a lazy gamer, and I don't want to work very hard when I'm gaming.
But I think your idea is very interesting, and I'd like to see how it works out for you.
Also as I'm not a lover of the IGO/UGO system I was think of trying out a card activation...
I know of at least one other person who is using the regular rules for activation...that is, activation changes when a fight is won, a plot point is scored, etc. The idea of using character cards is really original, though I wonder how hard it might be to execute any kind of strategy when you never know who is activating next.
To tell the truth, I've been all over the place on the question of just how to handle solo game activation. At first, I thought I wanted a neutral playing field, and tried out various systems for impartially deciding which side to activate -- I tried points systems, measuring momentum, even making a new initiative roll each turn. But the fact is, Pulp Alley isn't
meant to be played impartially -- you're
supposed to be rooting for your league, and that assumption is built in to the game's design. These days, I play more to the story. That is, I let the game unfold, and let the story tell itself as naturally as I can, deciding which side to activate based on what seems most appropriate given how things have gone so far. For example, if one side has activated first two or three turns in a row, I will usually have their leader decide they are winded and need a breather, and activate the other side first next turn. And I have a few other rules I follow. First, I still use an Initiative roll, because there's just too much gameplay material dealing with initiative to throw it out altogether. If the Bots win initiative, they get their choice of deployment zones (in scenarios where that's appropriate), and may choose to activate first in Turn 1. But whatever happens, I always allow the Bots first activation at least a couple of times a game, just because it's a lot more fun when both leagues are drawing and interacting with the cards.
As far as the IGO/UGO aspect, I'm glad that the regular game doesn't work that way, but it really doesn't bother me at all in solo play. I think this goes back to the lazy gamer thing -- I don't want to work that hard in solo games. Plus, it's how the solo deck was designed to work, by a better game designer than me.
This was a lot more long-winded than I intended...my apologies, if you made it this far.
rags