Just kicked off our Megacampaign (open table play) last night with 8 players & two GMs.
We had done most of the crew creation over email but wrapped up in person and finished character creation. They’re a crew of Hawkers with the Ghost Market ability. They sell mind-expanding drugs that let folks glimpse the true reality of the world.
With set-up out of the way, a few NPCs dropped by the HQ to pitch scores:
Confiscated shipment: a rival’s drug shipment was caught by the bluecoats – it’s still on the boat at The Docks, lightly guarded. The next morning it was going to be transported to a high security warehouse.
New Markets: the leaders of a nearby, low-level gang were just sentenced to Iron Hook. It’s a perfect opportunity to expand turf but other gangs are eyeing the territory also.
Muscle for a Friend: The Red Sashes are conducting a synchronized assault on all Lampblack holdings. They’re calling in allies help and want the crew to hit a drug den / flophouse.
Our players chose options 1 and 3 and we broke into two groups. The scores were a blast to play and full of great complications. For the first mission, the rival gang also showed up to reclaim the drugs. For the third mission, the Lampblacks were ready and cracked out on rage essence. Both missions got out of hand the crew left a wake of corpses and rubble.
Overall, a great start to the new campaign. Most sessions will be single GM but I’m hoping we can go multi-table with some regularity.
Very cool. I also used to host a multi-table game night at my place. It was a blast.
John Harper nice! Any tips on dealing with heat from two sessions at once? It’s a bit too easy to jump a full wanted level without the downtime in-between.