4 thoughts on “How do you manage NPC crews?”

  1. NPC factions don’t need a crew sheet. In fact, while there may be NPCs crews in the fiction (“The Red Sashes are one tough crew, I’ll tell ya’!”), mechanically NPCs are factions. Only PCs have crews. It’s not a big distinction, but looking at it that way can prevent confusion.

    As with anything non-PC-related, the most mechanical “oomph” given is a clock.

    As far as handling NPCs losing a claim, the only things to worry about bookkeeping-wise is the crew marking it on their sheet and what it does for them. In the fiction, the NPC faction they stole it from simply doesn’t have it. If the claim was integral to the NPCs, you might tick a clock against them (loss of power and such) or in favor of one of their enemies. You might make a fortune roll to see if they can retaliate. If so, how strong is their retaliation? Etc. There are honestly a lot of variables, but I suggest only worrying about what’s interesting and in front of you.

    The starting scenario was a brilliant move on John’s part because it gives you a small but manageable bite to start with. I really suggest focusing on the situation there and then adjusting things based on what the players do (the most important) and what you feel the NPCs do in response and how they’re affected. It’s going to flow naturally.

    If you’re not sure how the NPCs react/are affected, remember to use a fortune roll. The fortune roll is an incredibly useful tool for the GM, preventing the stress of constant decision-making and GM fiat. It keeps things fresh and surprising for the GM without taking away the fun of GMing.

    I hope that helped. I haven’t had my coffee yet, so if I’m confusing, my bad. 🙂

  2. ok, nice. The reason I initially thought about this: I might run multiple oneshots / short compaigns for different crews simulatnious and wasn’t sure how to handle one PC crew stealing a claim from another PC crew, but I’ll cross that bridge when I come to it (by talking to the players what they prefer)

  3. Oh, PvP? That’s a different animal and there’s advice on that. I hadn’t thought about doing a robust PvP game. That could be interesting.

    Back to the standard “PvE”, I wouldn’t sweat the details. Blades is designed to do a lot of the work for you while still encouraging and welcoming creativity. It’s like a beautiful, creepy ChiaPet watered with the blood of scoundrels.

  4. I gave some thought to your PvP idea and as far as claims go, the losing crew would simply lose the claim, just as if an NPC faction took it. Easy as pie.

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