MKachen wrote:Instead of taking a mediocre fan factor like 5, should you just take 0 and save your gp? If you accept that the other team is going to get a +1 FAME, or possibly even a +2, can you just opt out of paying for fan factor and take your chances on the kick-off table with a +0? For example, if an Orc team is winning, there are relatively few kick-offs during the game (especially if the Orcs try to hold the ball while blocking and then score late in the half). I raise this because paying 40,000, 50,000 - or even 60,000 - for fan factor can feel like a waste when your opponent comes out with just a bit more... why not take an extra lineman to absorb possible attrition? Why not get an extra reroll or apothecary? I'm not very experienced with the game, and I ask because many of the teams I've seen appear to be taking around 70,000 gp worth of fan factor, and in 1,000,000-gp games that seems outrageously expensive to me. What do you guys think?
I don“t own the actual edition of the game but in former editions you had to have at least a fan factor of 1 when creating a team. It was also impossible to have a lower fan factor rating than 1 later in the campaign even if you lost the whole time.
Why or when is a high fan factor important? If you choose a team which is capable to score a lot of touchdowns during a match it is reasonable to acquire a decent fan factor. Remember that you roll on the kick-off table after each touchdown. You will then have a slight edge against your opponent with a good FAME score.
The FAME factor is also added to your total winnings after a match. So if you want to get rich quickly, grab a high fan factor from the start.
Is the fan factor crucial to your team? No, it just gives you a slight boon.