I think there may be room for a third kind of activity.
I think there may be room for a third kind of activity. We have heists and downtime currently. I think it might be useful to codify “react” as an action that can be triggered by the GM or by an entanglement.
Heist is a proactive mission. Down time is what happens between those missions. I see “react” as coping with an attack on hold, coin, or crew members. Any decent crew is going to be making enemies. The inspectors especially, and other crews that have their ear to the ground and pick up on the crew’s activity may take an interest. They may attack, or shut down lucrative opportunities, or punish allies, or even raid the lair.
There is an example of this in the quick start, with someone maybe wanting to stab a character in her sleep, and what do you do? But that doesn’t fit in as a heist, and it’s a bit odd as down time; it would feel punitive, out of nowhere, I think.
I have represented “heat” to my players as being trouble not just with the law, but other factions. So a mechanic might tie into heat; the hotter things get, the more likely either a downtime reaction is triggered as an attack on the crew, its assets, and its allies; or as a full-blown reaction mission, where kidnapping or assassination or theft escalate to actually damage character and crew.
This plays into the grit of a game where you are pushing on people who are likely to push back. You don’t get to choose the point of engagement all the time; you devastate them by hitting their weak points, and surely they’ll respond in kind.
Just a thought.