I dont post APs usually, but my campaign sort of wrapped up its “first season” early this evening, and I greatly enjoyed finally doing a full “combat”.
While most of the scores involved infiltration, persuasion, and/or deception, this time they decided to just do a full on assault plan and had the great luxury of rolling 0d for engagement (7.1 rules, not 8.0) of which they got a 2.
As they had planned to blow up a bridge a gondola was going to arrive on to cause a huge distraction for the Circle of Flame – they knew this was coming and the gondola was packed w/ even more explosives resulting in a vastly larger boom than expected. One of the crew heroically stepped in front of their counterpart to receive both blows of the blast, but then collapsed from the blows (trauma’d out). Afterwards, all the local `canal dock workers’ revealed themselves to be private security and attempted to capture the crew before they could run off (a 4 clock vs an 8 clock) through judicious (and lucky) rolls and the whisper’s Ritual `Shadow Clone’ most were able to escape on the crews boat – though it appeared their whisper may have been captured (though actually trauma’d out falling between buildings instead).
Some interesting things I got to do this session (and the reason I brought this AP up) was that this was the first “true” combat this crew did and I had some nice chances to use devil’s bargains such as “running out of ammo” and “your gun jams” along with the “You forgot something important in your haste, mark 1 extra load”.
This was also the first time I did the “competing clocks” which previously I had been quite confused by – but it really made sense now and not as contrived as sometimes I had tried in the past. Really enjoyed the use of the clocks for this and made it feel much more “alive”.
Glad it worked for you! Seeing things in play makes a big difference, for sure.