I’ve got a question about entanglements… My player’s crew are 2 sessions in and already making enemies. The fiction would dictate that these enemies come knocking. Would you just do this in lieu of an entanglement roll or do both?
I’ve got a question about entanglements.
I’ve got a question about entanglements.
Downtime, entanglements, and possibly during a score. They get their own actions during downtime after all.
Thus far (3 downtimes in our Roll20 campaign) I’ve let the Entanglement dice fall where they may instead of intervened, and always felt good about the result. In order I’ve rolled The Usual Suspects; Demonic Notice; and shockingly a double-6 on 0 Wanted level to get an Arrest result which actually felt very appropriate for the fiction and has prompted the PCs to feel that they need to find some less explosive scores to go on for awhile.
It seems like the specific results you’re looking for, where an enemy faction is prompted to make an aggressive move (Reprisals and Show of Force) dwell on the middle band of Heat (4-5). You could always just give them one of those results if you feel it better suits the fiction.
I would totally do both
I feel that doing both could create far more interesting scenarios when you combine the two.
Two opposing factions moving in at once, will they team up or fight each other to see who gets the satisfaction of putting the crew in their place.
A brawl between the PCs and a rival gang is interrupted by a Bluecoat squad, breaking knees and looking to take everyone in. Will you run or will you fight.
A PC is yanked out of the Bluecoat’s holding cell and tossed into an interrogation room. Hands and feet are chained to the bolted down chair, a single oil lantern lights the room. After several minutes the heavy metal door creaks open and the gruff voice of a Bluecoat officer can just be made out “You’ve got 30 minutes” the soft click of boots against the floor is quickly stopped by a soft thump “No blood” The officer warns before a figure enters the room and the door is shut and bolted. The figure takes a seat, the PC is barely able to make out the features of the rival faction boss in the dim lamp light.
The Crew catches wind that one of their enemies is planning to jump them. Deciding to ambush the ambush the Crew slinks through the alley, just to come across the scene of their would be attackers lying on the ground. A ghostly figure presses one against a wall as he feebly fights back while the ghost suffocates the life from him. It quickly turns its head, locking eyes with you, and drops the thug. Its unearthly wail echoes through the backstreets of Crowsfoot.
Of course don’t always pull this kind of stuff but it can add some interesting twists to the game when pulled out occasionally.