So, one house rule I’m considering once the book is actually out is saying that players can bank a crew advancement,…

So, one house rule I’m considering once the book is actually out is saying that players can bank a crew advancement,…

So, one house rule I’m considering once the book is actually out is saying that players can bank a crew advancement, and then next time they would go up a tier they gain access to a new crew playbook (Minus redundant things like lair and item quality upgrades). Obvious a group can dabble in things outside their specialty, but this is meant to represent a dedicated focus on advancing in that area. I feel this gives things a bit more flexibility and some boosted longevity for those groups that really run up their experience quickly.

Any thoughts on how this might wreck a campaign?

6 thoughts on “So, one house rule I’m considering once the book is actually out is saying that players can bank a crew advancement,…”

  1. I’m not sure exactly what you mean.  What would they actually get access to from another playbook?  MOST of the stuff is “redundant” except like, the turf map and the special abilities… so isn’t this basically just the “take an ability from another playbook” special that used to be on the crew sheet in 3e?

  2. It would also add the crew specific upgrades and the things you do for xp. And I consider the claim map to be fairly significant.

    It also differs from the “choose a power from another playbook” in that it’s not limited to two things and only grants access to one playbooks specials. So it’s not “I can grab this from one and this from another” it’s “Ok boys now that we’ve got that side venture smuggling why don’t we make sure that takes off too. A way to add another specialty rather than pick from a generalist grab bag.

    But eh, was just something I was toying with in my head.

  3. I’m not sure there is a “generalist grab bag” since everything is tied to one playbook or another. 😉

    That said, it seems like it should work, but it would be a bit of a boolkeeping nuisance. 

    I’d hold off worrying about it until you know what the actual additional crew types are. 😉

  4. I meant tht generalist grab bag is the ability to pull from another playbook. With PCs it’s grat because it makes them more individual. with an organization I think it need to have a bit more focus.

    I doubt it, just notate on the main sheet (blah crewtype) in parenthesis and reference the claims map and abilites on the secondary sheet if you need to.

    But yeah I’m not overly concerned, this is just the mullings of a bored gm with highly ambitious, kinda of Machiavellian, and scarily lucky players.

  5. FYI: Changing playbooks (for PCs and Crews) will be a thing in the game. It will work a lot like the method in Apocalypse World. You’ll likely see this in action in the next Six Towers video, since Canter is likely transforming from a Lurk into a Cutter.

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