Need some insight on something.
On more than one occasion a player who is rolling+trust to interfere with a fellow player has expressed a concern with the mechanic. Rolling+Trust to help someone, gather resources or hit the streets seems great, but when it comes to that interfere, something is jarring.
"I don't trust this guy's faction, so why am I hindered in trying to resist their moves?" It's a valid question. When I first designed this section I meant Trust to be how much you and a faction's member trust one another and how much you understand the other. I think the wording of Trust is misleading and leads a player to interpret this as their character's Trust in a faction solely.
So, how do I fix this? Do I simply change the naming of the system to something like Affiliation or Rapport or Kinship? Or do we change the way Interfere works. I've had it suggested that when you Interfere with a player, you invert your score. For example, if you're Trust in Wild was -2 and you were Interfering with a Fae, it would change to a +2 for these purposes but remain a negative number when rolling Help or the other Faction moves. This may work, but I feel like adding in a negative/positive switch-up like this is going to confuse players, especially the less rules-intrigued ones. Less is more after all.
Any input would be appreciated. I'd rather make a change with other points of view considered. Thank you.