So we’re now our third session into the game, and amusingly, we’re still essentially just feeling out the game and…

So we’re now our third session into the game, and amusingly, we’re still essentially just feeling out the game and…

So we’re now our third session into the game, and amusingly, we’re still essentially just feeling out the game and trying out mechanics. The base of the game (which is to say the fact that you usually get successes and you usually get complications with your successes) is very solid. I actually forgot some fairly key mechanics, like resistance or engagement rolls in two of the early sessions, but we had a great time regardless. We’ve now got low grade intra-crew conflict, some running jokes (Look! It’s the Tricorn Hat Bandit!), and several successful if “how the hell did we make it out alive?” scores under out belts.

Anyway, today I’d like to share a minor problem I had with the conflicting ways some of the game’s systems describe the scoundrels. The lifestyle quality basically starts them out as bums on the streets, sleeping in flophouses, alleyways and gutters. However, every single playbook has easy access to loads of specialist gear that honestly should be outside the reach of people who’re that poor.

The way we decided to square this particular circle was to ask players where they got that particular piece of kit when they introduce an item for the first time. This allows some minor character moments (the Cutter has armour from military past, but his smokebombs are made by the PC leech. The urchin Lurk steals most of his gear, but some of the key items were actually given to him by his Unseen mentor, etc.), and it also allows introducing particular rather than generalized ways in which Tier 0 gear is worse than the stuff gangs higher up get (one of the impact plates on that armour is really clanky from all the hits it’s already taken).

This has been working pretty well for us, so I thought I’d share.

5 thoughts on “So we’re now our third session into the game, and amusingly, we’re still essentially just feeling out the game and…”

  1. Nice! Also might I recommend that your Tricorn Bandit occasionally yells “Nyaar!” At the PCSs? Although you probably would change the tone too much if he referred to himself as the Purple Marauder ☺

  2. Most of my PCs honestly didn’t have any funds to sink into anything to begin with (one’s an orphan, and the other two are displaced skovs). I guess this is less of an issue when you have a few PCs from slightly more distinguished backgrounds – it wouldn’t take much.

    The Tricorn Bandit is actually one of the PCs! They’ve done a bit (okay, a lot) of murder on this surveillance job they took, and then the orphan got interrogated and spilled the beans immediately, leading to the crew’s first wanted level, which I deemed to be, given the Cutter’s certain affectations, a roughly sketched wanted poster of a “Tricorn Hat Bandit.”

    They got rumbled by Bluecoats on the very next job they took, which lead to the Cutter booking for it and a good number of the flatfoots pointing at and chasing down the “Tricorn Hat Bandit.”

    The players are now very much into pushing this persona into ever deeper realms of confabulated ridiculousness – their heat reduction rolls were all about spreading tales of how the Tricorn Hat Bandit lives in the Lost District, is three stories tall and can turn into a living flame at will.

    I am certain this will never get out of hand in any ugly way whatsoever.

  3. Nice technique. I like how there is no ‘right’ way to approach coin and stuff.

    I’ve had groups play up the poverty angle, because that’s what they were interested in, and selectively chose gear from their playbooks that reflected that mentality, whereas others spent up big and lived a lifestyle of easy come-easy go affluence. I believe John, Stras, Sean and Adam’s game exemplifies this lifestyle. Its all good!

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