Thoughts on Gangs, Claims, and “Turf”:
Thoughts on Gangs, Claims, and “Turf”:
I’ve been bouncing loose ideas for a cyberpunk themed hack around in my head for a while. I know a cyberpunk hack is supposed to come out as a stretch goal, but whats the fun in waiting for that?
One problem I’ve stumbled upon recently is how you would handle the “Claims” part of the crew sheet for a typical group of “Runners”. Most cyberpunk blackops mercenaries/Runners don’t exactly keep “turf”. They’ve got a safehouse or three, but that is about it. That said, a few of the claims are more like useful assets/contacts (the fences) so maybe one could just eliminate the generic “Turf” ones and throw in more of the specialized ones.
I’ve actually somewhat had this problem with Claims in general. It is a nice thematic thing, but what if my crew doesn’t want to be a large gang with turf and minions and stuff? What if we just want to be a group of elite crooks who rob mansions and banks before retiring to our secret hideouts without having to worry about turf and stuff?
A lot of the thief types I think of as examples don’t have large gangs and turf. People like Danny Ocean, Garret (Thief series), the Payday Crew, typical Shadowrunners, etc. Turf and gangs works well for other crew types (Breakers, Hawkers, Cultists, etc) but it doesn’t feel quite right for Thieves to me.
I guess one could always just reflavor turf in some other way. Or you could ignore it, but ignoring the hold turf can give leaves a gang awfully weak, especially in tier transitions.