I would like to see some reflection in the full rules about how best to handle missions outside the normal scope of…

I would like to see some reflection in the full rules about how best to handle missions outside the normal scope of…

I would like to see some reflection in the full rules about how best to handle missions outside the normal scope of a single crew acting.

Now that I can play online, I could see setting up more than one crew that all play in my Duskwall. Then I could see having an evening where this crew is going to play, and those from other crews might be hired on as mercenary help, or come along for the fun, or have aligning purposes.

It would be useful to have a side note about what to do about allies who might go along with a crew, and also what to do if there are people from multiple crews who band together to do a heist outside any of their crew purviews.

Or, if you had a couple crews with a couple members each, those four rogues could go on a heist with both crews.

I think a game this flexible wants to avoid a situation where people make a crew member just to play once, or can’t mix characters because they aren’t in the same crews. Still, there are issues of coin, hold, and so on that may need to be addressed. If you go on a heist without your crew, do you still get your crew special abilities? That sort of thing.

A final thought in that direction: what if you’ve got a crew with a loner type who wants to run off and do things in solo play sometimes? How does that interact with the crew sheet?

Just some thoughts.

3 thoughts on “I would like to see some reflection in the full rules about how best to handle missions outside the normal scope of…”

  1. I’ve always been a fan of the multi-party campaign idea. Unfortunately, I think it’s a lot of responsibility (read: stress) on the GM. I think at a glance of the Quickstart, the game lends itself well to this gameplay. I mean, NPC gangs go through the same kinds of actions to attack the PC’s gang, right? The PC’s gang can get attacked, but they counter that with hideout upgrades like extra security in the forms of hidden entrances, extra muscle, and traps (for example).

    You’d probably have to set a limit on the # of scores that can be conducted (probably 2) so that you don’t have one super-active gang just eat up all of Duskwall in a couple of days before the other gang(s) have a chance to cooperate/compete. 

    There was a reddit post (that I can’t find now) that went into how a multi-party DnD campaign would work. Rather than the common idea of trying to get two parties into the same building, just separate rooms (or the online equivalent), you would just do the parties on separate days. You would have one party be a gang of thieves trying to make their way in the world and evade capture. Another party would be the formal military trying to track down the elusive gang of thieves terrorizing the countryside.

  2. Josh Mauldin I am not so ambitious that I’d have a “living city” kind of idea. I’m more interested in a session-by-session basis, figuring they would have very little overlap. I’d likely base them in different parts of the city, involved in different things, so crossover continuity would be manageable.

    I’m more interested in how that would work in the context of an evening of play, rather than over a campaign.

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