First of all, love the game, it’s the best modern RPG I’ve played, and everyone in my group is having a great time…

First of all, love the game, it’s the best modern RPG I’ve played, and everyone in my group is having a great time…

First of all, love the game, it’s the best modern RPG I’ve played, and everyone in my group is having a great time so far.

I did have a question about Smugglers though regarding Hunting Grounds. I couldn’t find this answered anywhere else, and ran into this during my game the other night.

Every other Crew type has both:

Hunting Grounds (substituted for something else in the case of Cults and Hawkers also).

A Favored Operation type (even Cults and Hawkers have operation types listed here).

The bonus says it activates when both the score takes place within the hunting grounds, and is of the favored operation.

But for Smugglers, it says they have Cargo Types instead of Hunting Grounds, which would be fine, except then instead of Operation Types, it just lists cargo types again, with some examples.

This seems like an error, or i’m just missing something. If this is Intended, does that mean they get the bonus for every operation that involved that favored cargo type, regardless of where it’s happening? That would be a much stronger bonus than any other type of crew gets. Did I miss something?

Thanks for anyone who can help clear up the confusion!

4 thoughts on “First of all, love the game, it’s the best modern RPG I’ve played, and everyone in my group is having a great time…”

  1. I read up on it again and I can see why you are confused, but I assume it is an error. It says in crew creation that you have to establish your hunting grounds, as if you had to do this no matter what crew you chose to be.

    I personally would assume that Smugglers had hunting grounds and then instead of a favored operation type they would have a favored cargo type.

  2. This popped up once before, We debated it back and forth and I believe the consensus we came up with was that Favored Cargo Type is what you deal with on a broad scale “We smuggle contraband in and out of duskwall” while Hunting Ground Cargo Type is a specific item your crew specializes in “There isn’t any painting we can’t get past the wall”. It comes down to your crew knowing the whose who on specific items and exactly who’s turf your pushing in on. The lampblacks might not care if a bunch of illegal art dealers are on their turf, but if your edging in on their black lotus trade, you’ll have to deal with them. Even though both are contraband, who you talk to for information and whose operations your interfering with changes.

  3. I’m with Lynge Andersen and you would still pick a territory for your lair and other claims. Having the title of “hunting grounds” for the crew’s favored operations seems like an error.

  4. Ok thanks a bunch for the clarification!

    TBH i think i probably will just ignore the whole hunting grounds and cargo types mechanic right now anyways, and find some other small benefit for claiming Turf.

    It doesn’t really seem to fit Smugglers I think. Especially if, like in our game, the Scores have so far been things that enable the smuggling, like finding suppliers, or earning another crew’s trust. The day-to-day smuggling is left pretty much in the background.

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