Hi, scoundrels!

Hi, scoundrels!

Hi, scoundrels!

Our gaming group play Blades on the weekly (mostly) basis, and at the second session we realise that our crew get in close ties with Red Sashes gang. Together we wiped out the Lampblacks and we use their trafficking channels to sell our drugs with “spirit posession-light” effect. More than that, our cutter in romantic relationships with Mylera Klev (as long-term project).

In the long-term perspective we see that our gangs may merge with, but we can’t find an interesting mechanical solution (we at 1 Tier and Sashes at 2 Tier). Maybe you have some good advice for us?

Thank you.

3 thoughts on “Hi, scoundrels!”

  1. You could always have a cohort granted to the crew that’s the same tier as the Red Sashes, which represents dedicated members that will help when called.

  2. That is a super fun idea! I recommend making a crew sheet for the Red Sashes, getting a sense of what they have on offer, and then letting the characters bring whatever they have of actual value from their crew over to the Red Sashes and just keep going that way.

    Then remember that there will be problems, and interpret entanglements and complications as betrayals, internal power struggles, and the like to add some bumps to the ride.

    Being part of a bigger crew brings different problems, and those will be fun to play with too.

  3. The question is, how would you mechanize a merger? That’s what I was responding to. Of course, if your crew doesn’t want to merge, then, you know, don’t.

    As for cheating? Hah! If they’re reluctant to accept a plot-hook laden boost of power, I don’t know why they’re playing a game about scoundrels. =) There is a cost in identity (which may or may not be a big deal) and you now have to play by different rules socially. Maybe the cost for power is worth it, maybe not.

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