I’m still figuring a lot of the changes out, but I’ve found a lot to love in the update.

I’m still figuring a lot of the changes out, but I’ve found a lot to love in the update.

I’m still figuring a lot of the changes out, but I’ve found a lot to love in the update.

The claims are good–especially since I believe they will be more customizable once we are past the quick start and into the game proper. The concept of nodes that provide advantages and discrete physical and conceptual territory for competition is useful for driving story and competition. It gives players a way to strategize and have ambition, and gives the GM targets for rivals to threaten.

I like the action/attribute rating split. It is a different choice than having separate effect ratings, but for this game and its goals I feel it is a GOOD choice. What you may lose in flexibility is more than paid off in what you gain in a more intuitive system that rewards diversifying. Experience awards are also simplified.

I like the engagement roll because one of the tricky parts of the game is launching directly into a heist. Having a not-totally-random kicker at the beginning to give immediate things to react to and overcome helps both the GM and the players engage more in-media-res.

I LIKE THE NEW ACTION ROLL OUTCOMES. They retain the narrative flexibility, but are FAR less ambiguous. As GM, I want room to maneuver and interpret, and I still have that; however, the boundaries of what’s fair to the players is clearer. Also, the option of escalating and taking multiple turns within a single turn has been turned off, and that’s awesome. I also like that there is the option to take 2 stress for 1d more, if you want to. (I think it should be specified you can do that AFTER you roll the rest of the dice if you choose.)

I’m neutral on the new harm system. It reminds me of FATE. I do like the previous method, relying on narration and specific lasting conditions for injury, I think that’s more true to the heart of the game. But I haven’t tried this, so I don’t have strong feelings on it.

The fortune roll has a good mix of three factors; context, framing the possibilities, and some randomness. I could see using it for many things; it takes the place of rolling on random encounter tables. The table outlines what is likely to happen, the circumstances triggering a roll suggest it is appropriate in that place in the narrative, and there’s an element of chance so even the GM can have a new surprising development in the current events.

I’m not sure how p. 17 “PC Advancement” works in some ways. Under 6 playbook advancements, you can add +1 effect (is this outdated?) or get a special ability or add 2 items to a list of item options. So I guess you would spend 1 advance to get 2 options, then the next advance could buy one of those options? As far as I can tell, you gain no advantage from special abilities in your playbook unless you’ve bought them. I guess this is a way to make other abilities cost 1.5 as much as playbook abilities. How does that interact with “veteran” now?

I want to know more about getting flawed gangs. I’m not sure I understand reputation fully.

I REALLY LIKE THE NEW ENTANGLEMENTS. Simple but flexible. You could get similar results a number of times in a row without duplicating events. Great flavor and escalation.

I feel like the character sheets should include under “Bonus Dice” using a fine item. Is that still advantageous?

I’m a little fuzzy on how the success roll interacts with the clocks.

Well, I’ve rambled enough. TLDR is I think this is a great update, and I look forward to trying it out. Thanks, John Harper!

12 thoughts on “I’m still figuring a lot of the changes out, but I’ve found a lot to love in the update.”

  1. Andrew Shields The option to add 2 items is referring to the items  you carry. So if you want to add a “fine spirit anchor” and a “lightning hook” from the Whisper’s sheet so you always have access to them (instead of using Acquire Asset), you can.

  2. The answer to the items question raises another question for me. How does that interact with the one-use fire-and-forget items on the equipment lists? Do those refresh automatically? Otherwise it would be odd to actually spend half a playbook advance to get an object you’d use once, instead of going through the normal procurement channels during down time.

  3. My favorite part of the new harm system is that there is a definite structure where accumulating harm leads to incapacitation/death… In the old system(which I like too) you could theoretically accumulate lasting conditions without becoming incapacitated.

    I love the claims and gang advancement rules! They provide an excellent scaffolding to frame your campaign on!

  4. Eloy Cintron I think the deterrent with the lasting condition injury system is that each lasting condition was -1d to relevant rolls. Get 2-3 of those and you will only be able to make a feeble attempt to carry out your most skilled actions. The dice pools are really shallow.

    Incapacitation is represented by a reluctance to go with the 0 dice pool option of rolling twice and keeping the lower result. =)

    I’ll have to take another look at the gang advancement rules.

  5. I love the engagement roll, but I’m a bit confused on how to determine the number of dice to roll based on the ‘strength’ of the plan? What does that entail? If the answer is a more detailed player discussion of the plan before it starts, I say NO! Diving right in to the action is the true genius of this game…

    Re: Harm… how does one suffer ‘lesser harm’.??.. I realize the effect rules are not finished yet, but this seems to be missing from the action roll results (where it’s always harm or severe harm)

  6. Eloy Cintron Regarding engagement; the next session I run, the stalwart crew is on the defensive because their position is threatened. They have to react to an attack on their territory, so they haven’t had time to plan it out. They don’t have a chance to case it out, talk to their contacts, and grease some palms; they have to go and deal with it right now.

    As opposed to a plan where they spend a month setting it up, making friends with the sister of the captain of the guards, getting their crew hired in the kitchens, etc.

    For lesser harm, consider last session; they got involved in knife fighting for sport, with a wrist tied to the opponent, playing to first blood. They could get a nasty cut doing that, but not be seriously threatened. Or when they got tossed off the second storey of the building later on, maybe a twisted ankle instead of a broken leg.

  7. Eloy Cintron I misunderstood your harm question; it wasn’t “how do you describe lesser harm” but instead “how do you incur it.”

    I would offer it as a consequence that could be resisted or bought off with stress; if they accepted it, then it would mark the sheet.

    “That guy stabs you for lesser harm.” “No he doesn’t!”

  8. I love how the guitar analogy for the game applies… One needs to think about how to apply stuff… and you can make your own music on it. Now I’m thinking maybe a quick flashback is needed before the start of the mission to influence the amount of dice to be used for the engagement roll  😀

  9. I like the entanglement roll during down time for spring-boarding into “what we’ll do next.” For example, because of the entanglement roll last time, my poor crew now faces an underboss of the Crows who is mightily displeased with them because he fancies whispers, and they disrespected a whisper.

    He won’t give them a chance to plan, he’s going to strike hard. By financially compelling their fence to work with the Crows exclusively, cutting them off from one of their best allies. I wonder what kind of a plan they’ll use to try and get control of the situation? =)

  10. I did the same thing in my last session: PC’s took down a Lampblack drug lab and tried to frame the Red Sashes… as a result of the entanglement roll, the Red Sashes sent a couple of enforcers to talk to the PCs. It seems they figured out that the PCs did the deed, and framed them, but are not too upset seeing as how they are at war with the Lampblacks and the PC’s just hurt them…. but Mylera Klev wants a word with the PC’s: she is offering them an alliance of convenience… PCs can refuse (and loose Status), or agree (and give up Hold) or try to pay the emissary off (give up coin)… it’s RIGHT THERE on the table! One just has to look….   🙂 That’s  where will start next time

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