Our game’s crew started as Thieves, but we rapidly moved in a very strongly occult direction and about half of the…

Our game’s crew started as Thieves, but we rapidly moved in a very strongly occult direction and about half of the…

Our game’s crew started as Thieves, but we rapidly moved in a very strongly occult direction and about half of the claims on the map aren’t really appropriate for these characters. I’m working on adapting the Thieves map using some of the elements from Cult and some claims that are narratively different but mechanically similar to the examples from the other maps.

Has anybody else found the need to customize a claim map to better fit the direction your game has gone?

6 thoughts on “Our game’s crew started as Thieves, but we rapidly moved in a very strongly occult direction and about half of the…”

  1. Are they now a Cult or are they more an Occult Investigator type group? Makes me think that maybe it would make sense to have some game mechanism for Crew to jump to a different Crew Type entirely.

  2. We had the exact same deal Matthew! I just used the blank crew sheet and made up our own ‘hybrid’ claims sheet. Though currently the Motes have all been hung as scapegoats and the crew are all ghosts being held prisoner with spirit anchors by the Unseen. Their lair (shrine) has been desecrated and burned to the ground.

    However, something stirs beneath the ink-black sea and their redemption is at hand.

  3. This is what the blank sheets are for. If your crew doesn’t fit into one of the pre-made types, you can hack together a new one.

    The book covers this, along with changing playbooks. It’s nothing fancy.

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