Are entanglements enough to “hit back” against the players, who are rolling through Doskvol, betraying people left and right?
The GM could have someone make an attempt against their claim, or ask for a favor during an intense score. To clarify the question – in your games have you found that entanglements bring enough of a challenge, that players start thinking who is worth fucking over?
Add clocks and devils bargains. Factions don’t have an explicit faction turn but they do get chances to progress their clocks during downtime. You don’t have to wait for an entanglement to jump a traitor in an alley, you just have to have the opportunity and the fiction to support it right. If they’ve betrayed bazso maybe he hires a hitman to take one of them out and you start a 6 clock that each downtime he works towards and whevener he reaches it they have to deal with someone trying to snipe them from an opposing roof.
To add on to what Chris said with an example from the game I’m running right now, I’ve never rolled an Arrest entanglement. And yet, one of the characters killed a civilian during a score, and they went to war with the Red Sashes and the Red Sashes are allies with the Inspectors. So it made a lot of sense to have an inspector show up at their lair and decide to arrest the character. Now, I didn’t push it on them immediately, but I did start a clock and eventually, that clock is going to fill up.
Entanglements are in addition to anything directly caused by the players.
It’s not fair. 🙂
Clock: your crew’s two most dangerous rivals agree your crew are The Problem.
Thank you for the answers, this solved my issue.