Hi, questions about smugglers scores and their content, and about when to trigger the engagement roll.
Some help to improvise scores for smugglers? What does a smuggler score looks like? What does a twist looks like?
It’s obvious for assassins or spy, but I have trouble for smugglers to give a smuggling feel. For instance, I just dropped a score with the leviathan hunter that cannot dock because of an administrative blockade, and they started in a desperate situations. So I went with an unexpected mutiny, but some players felt it was too skirmish orientated for a smuggler job?
Also, how much things do you play before the score, in freeplay? I mean, they want to do a score, they gather information, but then they go see contacts, try to prepare in some way (but not stuck in a conversation without actions). When do you trigger the engagement roll?
In our game I had a smuggling job that was off-loading cargo off the coast and sneaking it past the lightning barrier and back into Doskvol.
Moving a weapons cache from one part of the city to another.
Moving a possessed person around the city so the Spirit Wardens can’t find them.
Getting goods out to a ship without anyone seeing and bringing back the payment.
How did you deal with twists for these score? I mean, the actual score. For instance, what is a desperate position after engagement roll? What happened when something goes wrong?
There is a storm and a risk of your ship crashing into the ship you are getting the cargo from.
There is a Bluecoat raid on the warehouse where you are supposed to pick up the stuff.
Or, even better, it isn’t so much that something is going wrong right this instant but that there is a countdown until it happens and that countdown is much shorter than it otherwise would have been.
I did some lengthy “thinking aloud” about things to help smugglers have an extra layer of information to help integrate into the city better. That may help with some of the issues that you’re looking at.
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