@clarity I think the player group getting the most out of Arcs is the competitive set. It's very well constructed for strategic moves and interesting counterplay for sure.
The map is tight and the options are great. The card play is deep and engaging and full of tough decisions (imho). I just feel like it overstays its welcome in the campaign, and there's not as much narrative as I'd want in the single game.
@clarity In Oath he took a pseudo-legacy angle at the problem, and because so much of the carry-over was about the map texture (locations, faction strengths, starting cards) and _not_ the player position, it took a narrative-focused group to really appreciate.
In Arcs he made a short campaign and I _really_ like the narrative arc that came out of that. However, in our last campaign we decided to stop after looking at the act III stuff. The grind of play wasn't as interesting as the reveal.
@clarity I love the concept, and the artwork, and the narrative.
Cole has been exploring this space for a long time -- specifically, what happens at the edge of history and how do we reduce the impact of the "edge of the map" problem. (That is, knowing that something ends in the model makes you act differently than you might in the situation being modeled.)