Against the Inevitable: Player Allegiances

Today I’d like to finish much of my overview of Against the Inevitable by look at the sides players can take and their effects.


The game comes with 3 allegiances: Heroic, Adversarial, and Neutral.

Heroic players try to help characters work their way past challenges, obstacles, and enemy resistance.

Adversarial players make the heroes work to achieve their goals while providing interesting opponents.

Neutral players add details and flavor to the world while following their own personal goals.

Allegiance Effects


Heroic and adversarial players each have specific goals defined by the scenario. These goals will be strongly opposed to each other, so that achieving both is difficult to impossible. In general, the heroic side wins if they defeat the “nemesis” created by the adversarial side, while the adversarial side wins if the nemesis beats the heroes.

Adversarial players also have a possible secondary goal of making obstacles and enemies that the heroes want to engage.

Unlike the other sides, neutral players do not share a common goal. Instead, each neutral player follows their own personal goals. These hidden agendas are chosen randomly when the scenario begins. These agendas may include things like “collect bribes from all other players” or “cause the destruction of at least 1 location”. I also set this up so neutral players must complete multiple agendas to win, while making each agenda easier.


Heroic players can grant characters they control special heroic traits. They also have improved narration rights when all threats have been eliminated (threat pool is empty and no invested opposition is left).

Adversarial players can invest threat in enemies, obstacles, or complications to make them harder to overcome. They also have a collective ability to set up a “nemesis” for the final confrontation. This ability grants extra threat points to build up the nemesis. However, it can only be used after all other threats have been eliminated. In effect, the adversarial side can get a “second wind” to create an appropriately tough big bad. The nemesis can also force a defeat on the heroic side if it wins the final challenge.

Neutral players have an “arbiter” trait which lets them block the votes of any players without that trait. In effect, that means that if any neutral players are present they can make judgement calls among themselves. Note that as with other players, arbiters can be “bribed” to gain their vote by offering up something they want.

Other Effects

Each time a player is added to the heroic side, points are added to the threat pool. This helps ensure that even if heroic players don’t add special traits to their characters the adversarial side still has threat points to work with.

Published in: on December 31, 2011 at 9:49 pm  Leave a Comment  
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