I would like to see some reflection in the full rules about how best to handle missions outside the normal scope of…
I would like to see some reflection in the full rules about how best to handle missions outside the normal scope of a single crew acting.
Now that I can play online, I could see setting up more than one crew that all play in my Duskwall. Then I could see having an evening where this crew is going to play, and those from other crews might be hired on as mercenary help, or come along for the fun, or have aligning purposes.
It would be useful to have a side note about what to do about allies who might go along with a crew, and also what to do if there are people from multiple crews who band together to do a heist outside any of their crew purviews.
Or, if you had a couple crews with a couple members each, those four rogues could go on a heist with both crews.
I think a game this flexible wants to avoid a situation where people make a crew member just to play once, or can’t mix characters because they aren’t in the same crews. Still, there are issues of coin, hold, and so on that may need to be addressed. If you go on a heist without your crew, do you still get your crew special abilities? That sort of thing.
A final thought in that direction: what if you’ve got a crew with a loner type who wants to run off and do things in solo play sometimes? How does that interact with the crew sheet?
Just some thoughts.