So we’re now our third session into the game, and amusingly, we’re still essentially just feeling out the game and…
So we’re now our third session into the game, and amusingly, we’re still essentially just feeling out the game and trying out mechanics. The base of the game (which is to say the fact that you usually get successes and you usually get complications with your successes) is very solid. I actually forgot some fairly key mechanics, like resistance or engagement rolls in two of the early sessions, but we had a great time regardless. We’ve now got low grade intra-crew conflict, some running jokes (Look! It’s the Tricorn Hat Bandit!), and several successful if “how the hell did we make it out alive?” scores under out belts.
Anyway, today I’d like to share a minor problem I had with the conflicting ways some of the game’s systems describe the scoundrels. The lifestyle quality basically starts them out as bums on the streets, sleeping in flophouses, alleyways and gutters. However, every single playbook has easy access to loads of specialist gear that honestly should be outside the reach of people who’re that poor.
The way we decided to square this particular circle was to ask players where they got that particular piece of kit when they introduce an item for the first time. This allows some minor character moments (the Cutter has armour from military past, but his smokebombs are made by the PC leech. The urchin Lurk steals most of his gear, but some of the key items were actually given to him by his Unseen mentor, etc.), and it also allows introducing particular rather than generalized ways in which Tier 0 gear is worse than the stuff gangs higher up get (one of the impact plates on that armour is really clanky from all the hits it’s already taken).
This has been working pretty well for us, so I thought I’d share.