So, it is possible that I’ll be running not one, but two games using the quickstart. Rather than try to keep two alternate Crow’s Foots distinct in my head (or, gods forbid, start keeping two meticulous sets of notes), I’m considering having both groups operate in a shared Duskwall.
However, as much as I like this idea, there is one problem: Crow’s Foot is too small for two sets of thieves to start working the ward without butting heads, and that seems like too much to manage considering both groups have irregular schedules.
My inclination is to move the second group to a different ward, and give them a different set of crews to play off of. No other criminal crews are as well-balanced against each other as the Crows/Lampblacks/Red Sashes, so I feel like I have two main options:
1) Throw the thieves into a situation driven by non-criminal groups, the scoundrels on the docks, for example.
2) Create 2-3 new criminal crews and put them into a equally but distinctly fraught situation as what’s going down in Crow’s Foot.
Thoughts? Suggestions? Am I underestimating the potential of everyone being in Crow’s Foot, or is there another option I’m missing?
Thanks!
The Undercrow!
Put one in the richest district and the other in the poorest.
The games will be very different.
Duamn Figueroa: Amusingly, in the one complete session we’ve had, the absolute horror that is the Duskwall sewer system has already been established, if not explored.
Judd Karlman: Ward quality is definitely something I’ve considered. One group has already played in Crow’s Foot, which is on the lower side of middle. Having the other crew work something either very high or very low would make some cool variation.
Or they work in different versions of thievery.
One does high end jewels, the other does rip-and-run style hits on adventurers and scavengers who come in from the deadlands.
One is Ocean’s 11, the other is Omar’s crew.
The current starting situation is a mashup of two of the scenarios from older playtests. The third choice was a ward controlled by the Unseen, which takes 50% of the crew’s earnings but keeps the Bluecoats and officials off of their back and provides them with access to a fence. It’s a very safe setup, but advancement is obviously somewhat stifled.
Hey! Can you tell us more about the old setups?
Well, I have a couple of older versions lying around, but there’s not that much more to it than what I said. (John Harper, I hope you don’t mind me sharing this out of historical interest.)
this is from version 1.3:
The GM will provide a map of the city. Choose a ward in which to base your guild (there’s a list in the Duskw all booklet). Then, as a group, choose your starting situation:
1. This ward is controlled by a large criminal enterprise, The Unseen. We pay them 50% of all our earnings. In return, they deal with the bribes for the city watch and officials and give us free access to fences for stolen goods. Our contact is Gutter, a mid-level thug.
2. This ward is splintered by a war between two criminal gangs, The Red Sashes and The Lampblacks. They’re both recruiting every free blade in the ward and don’t take no for an answer. Which side have we thrown in with? The City Watch won’t come into the ward with the war on, so it’s open season on the enemy and every precious, shiny thing not nailed down.
3. The criminal boss of this ward, Scurlock, was recently killed and no one has stepped forward to lead his gang or seize control of the ward. There are a few likely candidates, including his murderer and former partner, Roric; the secretive Dimmer Sisters; and the Skovlander, Ulf Blackvale. Until a boss is named, most fences won’t operate in the ward, and the City Watch is off their bribes and looking to crack skulls and make their jail quota. But hey, no one is ordering you around, huh?
(fine with me!)
The multiple choice quickstart sounds awesome! Though it seems that the Unseen choice would be difficult with the new(er) Development rules.
Totally using the QS ideas.
Thanks Jeff! I like that set up very much 🙂