I have a group of HAWKERS starting and I’d like to hear how people are (or just aren’t) handling illegal supply. Is there a mechanical currency? Are people ticking “supply” clocks? Are they earning coin in return?
Ideas are appreciated.
I have a group of HAWKERS starting and I’d like to hear how people are (or just aren’t) handling illegal supply.
I have a group of HAWKERS starting and I’d like to hear how people are (or just aren’t) handling illegal supply. Is there a mechanical currency? Are people ticking “supply” clocks? Are they earning coin in return?
Ideas are appreciated.
Comments are closed.
We tend not to track the supply and assume it’s there, instead focus on the scores to gain turf, new clients, get extra supplies (when we decide there is something we want or when the fiction tells us that supply is needed).
Fictional tracking, often made less through devils bargains!
Mostly fictionally. Clocks and heists and contacts to establish supply lines and buyers, complications for trouble, more clocks to represent problems in need of solving. Let it develop organically as part of their story. Tier 0 is hard and always on the verge of collapse.
My idea was that they’d often need to front a sum of COIN in order to procure supply, which they would then make a profit on when it’s sold off-screen during downtime. Gotta spend coin to make coin.
Then I thought about how the action should be focused on the dangerous deals that could go sideways, not the standard cash-4-drugs handoffs.
You idea could certainly work, but introducing an additional monetary sink for a currency that has vital use in other aspects of the game will put increased pressure on the crew’s ability to progress tiers or spend their earned coin on things already prescribed by the game.
This might lead your player’s being discouraged from playing a hawker crew as other types of crews do not have this built in cost to begin with.
Fictionally it could work for you group but from a game balance perspective it just makes the game harder. Which is a possible desirable state for your game/fiction.
I personally see the ‘product’ of the hawkers as a narrative mcguffin that lends itself to ready made trouble. And I believe the crew should work towards obtaining in the fiction a reliable supply of their chosen wares so you have the opportunity to threaten it if/when the crew inevitably gets a nasty entanglement.
Yep, Andrew… go with your second thought.