Do you usually play with the Centuralia Club being in Six Towers or Brightstone?

Do you usually play with the Centuralia Club being in Six Towers or Brightstone?

Do you usually play with the Centuralia Club being in Six Towers or Brightstone? Or on some kind of floating pleasure barge that moves around the edges of both?

Obviously there’s no “right” answer but I noticed the 8.2 provides two different districts depending on the section. Thought people might have interesting lore justifications for their choice.

On the version of the Smugglers claim map in the book (8.2 pdf), there’s a link from Luxury Fence to Side Business.

On the version of the Smugglers claim map in the book (8.2 pdf), there’s a link from Luxury Fence to Side Business.

On the version of the Smugglers claim map in the book (8.2 pdf), there’s a link from Luxury Fence to Side Business. On the version in the playerkit, there is not. Is there an official ruling which one is correct?

When a character who has smuggler’s rigging is searched, two of their items are perfectly concealed.

When a character who has smuggler’s rigging is searched, two of their items are perfectly concealed.

When a character who has smuggler’s rigging is searched, two of their items are perfectly concealed. Do you usually make them say what those two items are right then, or do you let them decide later if they actually have a gun or not? If you decide later, do you have any tricks for keeping track of what is “rigging load” vs “other load”?

It hasn’t come up yet, but it’s going to. I’m trying to decide how to play it.

so i’ve been roped into running an intro/oneshot of this game for a group of 10, this is the game they want me to…

so i’ve been roped into running an intro/oneshot of this game for a group of 10, this is the game they want me to…

so i’ve been roped into running an intro/oneshot of this game for a group of 10, this is the game they want me to run and according to reddit this is a VERY bad idea, any advice?, assuming they won’t let me break it down into two separate runs

Edit: I spoke to the event coordinator and after showing him this and a fair bit of discussion he is letting me split it into 2-3 groups

The players are being tailed but aren’t aware of it.

The players are being tailed but aren’t aware of it.

The players are being tailed but aren’t aware of it. What is the right play to clue them into this fact? Do they need to roll survey occasionally on the off chance they might be tailed? Is there a resistance roll? Do I just tell them and they can figure out how to deal with it?

Controlled position question(s)

Controlled position question(s)

Controlled position question(s)

I understand Risky and Desperate, but Controlled position left me with a few questions.

On a 1-3, you falter, and press on with either a different approach (action), or a risky opportunity.

I assume this means that you MUST do this. I understand fiction-first, but it seems there’s a possibility of rolling multiple times for the same action. If I want to SWAY a guard, and I have Controlled position, failing w/ a 1-3 could have me roll again (with fictional reasoning) with Command. Maybe doing so a 3rd time with Wreck or Skirmish.

My players weren’t in love with the idea of rolling multiple times for the same action, but I wanted to make sure I had the rule correct.

Hi scoundrels !

Hi scoundrels !

Hi scoundrels !

I have a few questions about Load.

1) How often does it come up in your games ? Do you get your PCs in trouble because they look like mules or scoundrels every score ?

2) Do your players ever feel “punished” or at least limited by their initial Load choice ? For example, if someone chose to go “light” but really need to use an item, what do you do? Or, on the other end, if they chose to go heavy, got in trouble in social scenes specifically because of their load, but in the end didn’t use more than 3 items, how did they feel about it ?

3) Do you allow your players to change their load mid-score ? For example, if they get rid of an armor they already used up, or by plundering an armory for a couple of pistols ?

Thanks in advance !

Firstly a very quick question about items, both character and standard items.

Firstly a very quick question about items, both character and standard items.

Firstly a very quick question about items, both character and standard items. Do characters have access to all these basic thing at all times without having to ‘Acquire’ in downtime ?

On the background I wondered about how people are in general playing the deadlands ? In your game do your players need to wear face masks and air tanks they way I’ve heard described in the RollPlay Assassin’s game ? Is this the same everywhere (eg among the horse tribes of Severos) ? Just curious.

Thanks

In a score, our scoundrels came across a heavy locked chest.

In a score, our scoundrels came across a heavy locked chest.

In a score, our scoundrels came across a heavy locked chest. One of them decided to try a flashback to pickpocket the key from Pickett, a rather scary thug. The pickpocket action failed, and I found myself looking at setting consequences.

What I would like to have done was give the punk a good pounding for her presumption, trying to pick a guy like that, what are you thinking? But since it was a flashback and we already knew she wasn’t injured at the start of the score, Harm as a consequence was off the table.

How do you handle fights in flashbacks, and other actions that might risk Harm? It doesn’t feel right to disallow actions that risk Harm. It doesn’t feel right to have fights where the scoundrel knows they can’t actually get hurt. It doesn’t feel right to have to retcon “oh, you’ve had a broken arm this whole score, we just didn’t mention it til now.” Is there a better way?

We played our first Blades session this week and ended with the end of the score.

We played our first Blades session this week and ended with the end of the score.

We played our first Blades session this week and ended with the end of the score. I’m looking ahead at the upcoming Entanglements roll, and with a new crew and not much heat yet, seems like Usual Suspects is the most likely one I’ll have to deal with as GM.

“The Bluecoats grab someone in the periphery of your crew. One player volunteers a friend or vice purveyor as the person most likely to be taken. Make a fortune roll to find out if they resist questioning (1-3: +2 heat, 4/5: level 2 harm), or pay the Bluecoats off with 1 coin.”

* So, that fortune roll. Based on the crew’s current Tier, ie, zero, so roll 2d pick worst? Or is it just roll 1d by default where not otherwise specified?

* If the partial success comes up, the level 2 harm goes to the contact? That just seems kind of—who cares? Seems like most of the things you do with contacts, it doesn’t matter if they have a busted shin or not.

Or is the idea that this is meant to be kind of a weak entanglement, so it’s okay that the consequences are pretty soft?