The Waistcoat Whalers finally pushed the Red Sashes over the edge, and they’re now at war.

The Waistcoat Whalers finally pushed the Red Sashes over the edge, and they’re now at war.

The Waistcoat Whalers finally pushed the Red Sashes over the edge, and they’re now at war. What methods have you all used to figure out when the war is over? I’m considering having two clocks – one for the crew to use to get the Sashes in a desparate position, where they can strike the finishing blow. Another to track when the Sashes (who are also at war w/ the Lampblacks – I’m using parts of the starting situation, now that we’re a ways into our own story) decide they’ve had enough and decide to strike back.

I figure after every mission the crew takes on against the Sashes (to steal territory, do harm to them for the Lampblacks, steal supplies – they’re Hawkers after all) I’d roll a fortune die to see how far the first clock moves.

Not sure when I’d have the second clock move – keep waffling between basically having it progress (with a fortune die) every session as long as they’re at war, ro maybe only when they attack the Sashes.

What do you think? Any other ideas?

5 thoughts on “The Waistcoat Whalers finally pushed the Red Sashes over the edge, and they’re now at war.”

  1. Move the second clock when the PCs have downtime and you’re advancing the project clocks of factions you are interested in (page 158, NPC & Faction Downtime).

    When you choose a faction’s downtime maneuver don’t forget to have the friends/contacts/vice purveyors of the PCs relay that information.

  2. Thanks Omari Brooks- honestly, the downtime maneuvers for the factions is one of the only mechanics I seem to keep forgetting/not using consistently. That’s a great idea though, and I’m going to start with that – I’ll probably back fill a little on it since I have been so bad about it.

    Thanks John Harper!

    One other idea I was toying with was on the first roll, if they do a Score just to advance the war effort, give them a second fortune dice. That means they don’t get a new plot, or any coin from the Lampblacks for doing something they wanted – but instead they just set out to cause chaos and ruin things. I was also thinking about a third possible dice if they do something particularly bold or clever, though they already get a bonus on the engagement roll for that, so may have to reconsider it.

  3. If they succeed at a score to advance the war, I’d probably give them a bonus tick on the clock rather than an extra die.

    That’s not a rule; just how I’d handle it. 🙂

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