Crit on a prowl roll.
https://photos.smugmug.com/Comics/Pa-comics/n-xmQS5/i-Fxjwjxd/0/2100×20000/i-Fxjwjxd-2100×20000.jpg
Crit on a prowl roll.
#glowinthedarkrpg
#glowinthedarkrpg
The Third Rails playtest the Fallout (Entanglement replacement) system and do downtime.
My vanilla Blades group has Slippery, where you get to pick from two entanglements. They are spoiled. There’s a lot more old-school “this is the crap life has dealt you” feeling when you just roll one die and that’s what’s gone wrong.
For Glow in the Dark, you roll for Fallout, and like entanglements, I have 3 charts. The chart you roll on is determined by the relationship between your crew’s Supplies and its Friction with other factions. The Third Rails had 4 Supplies and had 3 Friction, so they rolled:
“*Probing*: An enemy faction grabs a friend or contact, interrogating them about your defenses. Pay ransom equal to 1 rep per tier of the enemy, let them keep your contact, or show them you are not to be trifled with.”
Johnny Tabernacle’s player wasn’t there, so Dan’s player suggested it was Johnny who was taken. I was about to say that I meant it to be an NPC but then… fuck it, you know? We were all laughing at the idea, so we went with it. It made the most sense for the Boneyard Bulldogs, the sports-themed raider group the Third Rails tussled with last time, to be the kidnappers.
Once that was established, I explained about downtime and that since the Rails had The Check is In The Mail, they could spend rep as well as supplies to buy additional downtime actions.
Both Dan and Zeke indulged their vice, and accepted Devil’s Bargains to gain more dice. This is also in stark contrast to the experienced characters in my vanilla Blades group, where they have enough dice in all their attributes that they can typically wave off my attempts to complicate their lives.
Zeke started a LTP to repair and upgrade the “Robutler” they defeated last session. With Mechromancer, Zeke completed half the clock in one go (bonus effect when working on robots and drones).
Dan called in a favor from a bounty hunter he knew, Vegas. He described Vegas as Emily Blunt from Edge of Tomorrow, and when I asked if that included the powered armor he readily agreed. Zeke’s player suggested that Vegas was maybe an exiled Iron Maiden, one of the factions he has a sordid history with, so that was cool to so quickly establish this NPC into both PCs’ backgrounds. Anyway, Dan and Vegas Gathered Info on Johnny Tabernacle’s whereabouts and, with the bonus dice from using a contact and the bonus effect from the downtime investigation, found their friend at one of the Bulldogs’ fortresses. It used to be a high school, surrounded by a killing field of crumbled gravel and asphalt, with a large rectangular field of green. Green.
It was Astroturf. The Bulldogs had captured prisoners (including Johnny) and were keeping them inside giant nets on either end of this field marked with strange white lines and circles, and were playing a sport where the goal was to fling spiked iron balls into the nets. Kill a prisoner, get a touchdown.
Dan went to get Zeke and they attempted a Stealth rescue under cover of darkness. The engagement roll was a 1! The Bulldogs changed up whatever “sport” they were playing at and dragged Johnny from the net. Something new was going on and it wasn’t good! Had the Third Rails been spotted?
We’ll find out next time. Hopefully Johnny’s player can make it again so I can thrust him immediately into something Desperate and confusing.
#glowinthedarkrpg
#glowinthedarkrpg
Hey all! My usual playtest group is off on various vacations this thursday, so I’ve got a slot open I could run Glow in the Dark (a post-apocalyptic Blades hack inspired by Mad Max, Fallout, and Gamma World) for people who were interested.
Thursday, 11/10, 9pm eastern. Probably 2 hours unless everyone is cool with going a little longer. My thoughts are to do crew/character creation and leave things open to schedule a second session to do a score/downtime. We may be quick, though, and get to the score the first session. We’ll play it by ear.
Mark Cleveland Massengale
The Dead Setters bribe a dock boss with his own money in the Pier Pressure Caper.
The Dead Setters bribe a dock boss with his own money in the Pier Pressure Caper.
Recap: At war with Lord Strangford and his Leviathan Hunters, the Dead Setters entered into a ghost contract with the demon Ahazu to retrieve Strangford’s spirit for the entity. To this end, they looked for opportunities to both strike Strangford himself as well as high-profile crippling weaknesses inside his organization. They were also researching the effects of refined leviathan blood and its black market trade in an eventual bid for immortality, inspired by dealings with the Path of Echoes and run-ins with the Reconciled.
Although the gang knew that Lord Strangford’s new flagship, the Colossus, was supposed to be launched at some point in the near future, the list of things they didn’t know was far greater. Some espionage was in order, so the Setters called up Captain Minos and his rovers (their new cohort) to help carouse the information out of the dockside bars (non-downtime Gather Info roll, great effect).
Strangford operates a warehouse and office on the docks across from Whitecrown and near an infamous tattooist’s shop in Ink Alley. While there’s definitely a connection between the leviathan blood and the tattoo parlor, the intel the crew was interested in was primarily about the warehouse and the people who oversee it. There were two main people of interest – a Sparkwright, Helen Gauge, who’s a contractor/liason between Strangford and the Sparkwrights for the prototype advances built into the Colossus, and then Chief Helker, the seaside dockers’ boss for that stretch of territory. Of the two, Teatime (whisper), Deemo (leech), and Raven (hound) chose to approach Helker with the time-honored plan of “let’s bribe him for information”.
Considering the Chief was probably bribed by a LOT of people to keep a LOT of information, they chose to ensure he was tight on funds when they met him and so Raven robbed him blind via flashback. Teatime then bribed him with his own money. Things got tense but Teatime’s social graces (and an additional coin on top of the 2 Raven took from him) navigated any troubled waters, gaining them all sorts of interesting tidbits:
1. The dry dock/shipyard where the Colossus is being finished. They’re down to “polishing the guardrails”, as Helker put it, and the launch celebration for the vessel will be in a few days.
2. The location where the celebration will be hosted – a private launch in Brightstone, away from the unwashed masses at the docks proper. More symbolic than practical, as the Colossus will have of course already launched in order to reach its own launch party.
3. The names and roles of several of Strangford’s inner circle. He employs a Whisper, Miss Sprunk. His household head of security is Devon McLaren. Both Sprunk and McLaren have made appearances at the dockside warehouse, although Strangford’s own visits are infrequent (though he gives plenty of warning). He has a trusted personal financier, Jorg Banks, and finally also retains a barrister, Ms. Phoenix Pholgers.
Only 2 Heat (leaving them at 5/9 Heat, 2 Wanted) because the guys were sly this time (and half that was simply the “wartime tax”). For those same reasons, though, they gained no Rep since nobody knows what they were up to. They’re at 5/8 Crew XP as well.
This was basically a huge Gather Information roll done up as a score because of the risk in going into the Leviathan Hunters’ territory. However, the engagement roll was a 6 and they bypassed or resisted the consequences so it all went smoothly.
The entanglement roll was Demonic Notice, TBD next time.
#heestcomplete
Resisting incoming gunfire with Insight – “I spot the assassin and duck around the corner just in time”.
Resisting incoming gunfire with Insight – “I spot the assassin and duck around the corner just in time”. Being a weasel or playing to one’s strengths (assuming the character in question has a better Insight than Prowess)?
Long Term Play with Blades in the Dark
Long Term Play with Blades in the Dark
My group’s been playing weekly sessions since February and they’ve gone from a Tier 0 Thieves crew under v5 to Tier 3 Shadows using v7.1. Here’s some of the things I (or my players) have noticed about Blades’ campaign play:
1. Low dice pools lead to desperate actions: When you’re starting out you don’t have a lot of dice to throw around. A bad roll here or there can land you in a Desperate situation quickly, and for my group, that was often combat. A fight is usually what happens once stealth or parley fails – not always, but it’s what makes sense most of the time given the kind of PCs and NPCs we’re dealing with.
1. Desperate rolls feed into future choices: Those Desperate XP add up over time and you’re going to want to bolster those actions that you use the most in those desperate times. That meant Skirmish for most of my players, and beefing up at least one other Prowess dot to help their resistance rolls as well. That meant when they got XP or trained during downtime, they were usually a smidgen closer to a Prowess dot than not, so the advancement subtly reinforces the in-game fiction. This is NOT a problem IF you really like knife fights, but it has slowly lead us to the point where even the Spider is rocking Not to Be Trifled With, the Leech can carve her way through thugs with a bowie knife, and the friggin’ Hound is as tough as the Cutter. Since you tend to want to do what you’re good at, you end up making plans that have “let’s just kill everyone” as a thinly-veiled plan B.
My crew is really just Breakers at heart.
2. Tier, Rep gains, and punching up: I feel like my players’ crew, the Dead Setters, feels about right where their crew abilities and upgrades are concerned. They’re Shadows, with Slippery, Ghost Echoes, and Crow’s Veil (as Veteran). They have 2 Cohorts (thugs and now rovers), Thief Rigging, Underground maps/keys, Hidden, Quarters, Secure 1, Vault 1, and Workshop. There are TONS of choices left and TONS of abilities left to choose.
That said, they’re Tier 3 with Strong hold and they continue to effectively “punch up”. When you can punch up against Tier IVs, that’s a ton of Rep every score. I feel like it’s easier to advance Tier once you get that foothold and can affect larger factions, and it’s a little off for me. Sure, a Tier IV faction can make things hard on you, but it’s kind of like pissing off the Lampblacks at Tier 0. They can make life hard on you too, and besides, that’s all part of the game. I think the saving grace is the escalating Coin cost to advance Tier at this level, but I still feel maybe that’s still too fast somehow.
They ARE Tier III but they only have two Cohorts. To me at this level, that’s still on the small side. In my mind, some of these factions are going to have way more people at Tier III and IV. The Dead Setters still feel like the underdogs to me. This is good for me as GM but I don’t know if this is how my players feel, since I just realized that it might be a conceptual hangup and haven’t asked them. At what point should you feel like Stringer Bell instead of Omar Little?
3. Extra Double Turbo Badass: You can spend XP for days. We haven’t hit any limits except those from not having the Mastery crew upgrade. 🙂 When you’ve played the same PCs as long as my players have, you feel suitably badass most of the time, but I think the tension is still there because you’re really only one bad roll away from a trainwreck. Rook the Cutter is fucking scary. He has no problem with just fighting cops – or anyone, and he generally wins. Brutal, Not to be Trifled With, fine heavy weapon, and rage essence just in case all that’s not enough. Teatime the Whisper is almost as scary, because when he rolls Attune it’s generally going to work. They are all Leverage-level competent now, and it’s flavoring the kind of scores they’re planning. It’s interesting to see this evolution though, and competence alone doesn’t worry me as much as their attribute scores. That brings me to…
4. Resistance is Futile: Rook the Cutter and Raven the Hound each have at least 1 dot in all their Prowess actions. They are effectively nigh-invulnerable to physical harm, which means they opt to dish out said harm since they’re ironically at their safest when they’re fighting people. Now part of this is my fault for sure – early on we set our “damage sliders” so I’d let them roll resistance and then choose if they wanted to spend Armor. Additionally, I’ve let resistance rolls severely reduce any incoming harm. Avoiding harm is clearly important to these two players and they’re having fun. It’s not a capital-P Problem, but it is challenging to keep threats cerebral rather than physical. Creatively fatiguing and all that.
Furthermore, I don’t want to come off like dealing harm to PCs is how I gauge my worth as a GM (I consider how full their stress tracks are first lol). I wonder, however, what resources do we have as Blades GMs once our players have really beefed up their resistances? I suppose you’ve gotta start doubling up on resistable things, and letting players make hard choices about what they want to allow to happen and what they want to prevent? I feel like that’s next level Blades GMing, where I want to get to in order to keep the challenge fresh and have the players’ choices matter even when they’re shutting down the bad guys’ actions.
#heestcomplete
Also circling in Jason Eley, Adam Minnie since they expressed interest in my previous recap post. John Harper so he can read/ignore/troll my feedback. 🙂 Sean Nittner – your DSS game has been running a while too, right? Andrew Shields (I hope this is the right Andrew) have you run a lengthy campaign or do you typically deal with shorter runs? I wish I could guess at which Michael Yater g+ is trying to include, but I know he’s been running his Twitch game for a bit as well.
The Dead Setters: The Road So Far
The Dead Setters: The Road So Far
February to October 2016
Started with v5, now on v7.1
Wars: 3
Tier: 3
Weekly games missed: 2.
I fell off the update wagon, so I’m getting back to it with this recap post of my group’s shenanigans. We’ve been playing weekly since February! That is some kind of record for us. I’ll have some feedback about longterm play with Blades, but that’ll be another post. This one’s long enough!
U’Duashan Moon Pool Ruby Caper
The Dead Setters robbed 4 Coin of Mylera Klev’s lesser objects d’art (and threw her off a balcony), plus retrieved the Moon Pool Ruby contained within the idol of a Forgotten God. The ruby is said to bring good fortune if the proper sacrifices of willing blood from a possessed person are made. They fenced it for extra cash, however.
Spirit Well Twinkie Caper, aka I Have a Victrola For a Mouth and I Must Scream
The crew, working for the Dimmer Sisters, takes a spirit well claim from the Eels.
And You Will Know Us By the Campaign Trail of Dead Caper
The Dead Setters entered into a Ghost Contract with Ava Dimmer to take over security and transport for the spirit well in Coalridge. The first problem to be dealt with was the small matter of the Spirit Wardens being called in to investigate and potentially exorcise the location.
I’m Getting Too Old For This Shit Caper
The Dead Setters battered the skeleton crew of Bluecoats guarding the Coalridge spirit well with sewage, constant malice, and pinpoint birdshit. They reclaimed the location after killing the two loose cannon Spirit Wardens inside the manor house.
Too Much Planning Caper
The Dead Setters took a bunch of downtime and leveled up!
Opulence I Has It Caper
The Dead Setters overplan and then steal a faberge giraffe hull off a train, put a ghost inside it to drive the thing, and burn a Lampblacks base all while impersonating Bluecoats.
Oh God Not Another Sewer Level Caper
You helped Father Yorren retrieve an urn that his supplier, Lucia Eastlake, failed to deliver on account of her being captured, tortured, and left for dead by the Eels.
There Is Only War Caper
The Dead Setters laid an ambush, then countered an ambush by the Eels in the catacombs.
To Survive a War You Gotta Become War Caper
The Eels were scattered and broken against the submaritime ingenuity of the Dead Setters, ending their war.
Strangford Files Caper
They infiltrated a masquerade ball in Brightstone. With Richter still in Ironhook Prison (and with Inspector Jennah sending corrupt guards to beat him down every week or so), the social heist fell to Teatime, Deemo, and Raven, with a special guest appearance by Roethe Kinclaith.
The Price is Wrong Caper
The Dead Setters find that Belden of the Crows had infiltrated their base. His attempt to extort 8 Coin from them was less successful than he’d like, and now the Setters aim to strike at the Crows’ headquarters before Lyssa realizes Belden’s a defiled corpse and his soul sits in a bottle, ready to be used for future taunting.
Feast For Crows Caper
They tortured, interrogated, and vivisected Belden (not necessarily in any order) and learned the former Crows leader, Roric, was still in Duskwall somewhere as a spirit. Teatime tracked him down and the Dead Setters allied with now-vampire Roric’s new gang, the Buzzards. Teatime and Raven sent Roric and his Buzzards into the underground tunnels to stage a distraction/assault on the Crows’ watchtower HQ. The duo then snuck in across the rooftops and climbed to the tower roof to assassinate Lyssa.
Fuck Tha Police Caper
Rook does combat drugs and murders a squad of Bluecoats to cover the Setters’ escape from the Crows’ nest. The gang takes a gambling den as a claim while the iron is hot.
Strangford Mausoleum Caper
Teatime, Richter, and Deemo lured the Crows remnants into Lord Strangford’s mausoleum with rumors of valuables, with Richter posing as Strangford’s groundskeeper as their “in”. The demon Ahazu is released from Strangford’s crypts and escapes into Duskwall after wiping out the Crows, ending their war with the Dead Setters. The Burned King is summoned by clued-in nobles to destroy it but breaks free and also escapes.
Let’s Go To Prison Caper
The Dead Setters framed Jennah the Inspector for releasing Ahazu (plus a bunch of ghost chicanery).
Bustin’ Makes Me Feel Good Caper
A strike force from the Reconciled, led by their hired man on the ground Flint (who was “comin’ for Teatime”), assaulted the wrong spirit well and were driven off by OH SO MANY SIXES, culminating in a timely crit by Deemo who commanded the Reconciled to capture their own hirelings.
You’re Cutting Out Caper
The Dead Setters survived a downtime phase plagued with spotty connectivity and a slow mobile hotspot.
The Winchester Brothers Caper
The Dead Setters, at least partially masquerading as sculptor Orlan Uno’s house staff, banished the demon The Burned King from Duskwall.
It’s Quantum Entanglement, Not Teleportation Caper
The Dead Setters broke ten-er, nine Lampblacks out of jail to make good with Bazso Baz (and for the cash). They escape using a ghost-field stargate, which promptly explodes.
The Ghost of Toko Jobler Caper
The gang starts a fight between Roethe Kinclaith and his dandies and a bunch of Iruvian brats in order to lay claim to a Red Sash bridge-side gambling den. They spike Roethe’s drink with rage essence, whereupon he quickly earns the new moniker Red Roethe. They also learn that the life essence of those ingesting refined leviathan blood is how the Reconciled retain their “humanity” after death, and may actually link into the secret of the Emperor’s immortality.
The Deadliest Catch Caper
The crew goes pirate, hijacking one of Lord Strangford’s leviathan hunting vessels for the raw blood it carries. They barely escape one of the colossal beasts and part on shaky but non-lethal terms with Captain Minos and his crew.
The Kitchen Nightmares Caper
Unable to break free of reality show-named capers, the Dead Setters lay claim to one of Strangford’s restaurants used for distributing refined leviathan blood and other luxury goods. They actually bribe the Bluecoats instead of simply murdering them. The Dead Setters are now at war with Lord Strangford’s leviathan hunters. When rumors of their exploits spread, Ahazu the demon approaches the Dead Setters and they enter into a ghost contract: The Setters will get Strangford’s spirit so Ahazu may have its vengeance for centuries of imprisonment, and in return they may keep what they kill. The demon will not doublecross or otherwise muck with the Dead Setters, despite its predilection for possession.
#heestcomplete
That Time My Players Fought a Demon or Blades in the Dark: You’re Doing It Wrong
That Time My Players Fought a Demon or Blades in the Dark: You’re Doing It Wrong
I’ve fallen off the actual play wagon for my Dead Setters group, but this happened a while back when they were still Tier II and Teatime the Whisper and Richter the Spider accidentally freed a trapped demon from Lord Strangford’s family mausoleum. Taking a page from SNL’s skit about getting rid of bats, a cabal of Brightstone nobles thought a good way to stop this demon from possessing them one by one would be to summon another demon to fight the first one. Teatime helped them during downtime in a bizarre abomination of a wedding ceremony, and that’s how we ended up with an entity known as the Burned King gallivanting around Duskwall, collecting people’s arms.
For some reason (perhaps too many games playing heroic personas), my players decided to follow in the Winchester brothers’ footsteps and banish this Burned King guy.
I had been rolling some clocks for the demon during this lead-in and they knew it got six dice. I was trying to keep to the mechanics in every way I understood while allowing for my players’ obvious interest in pursuing this to color my responses. To their credit, they researched weaknesses and the entity’s history. The Burned King was once a warlord from before the Cataclysm. It was summoned by a perverted wedding ceremony, and Teatime actually critted and found details of the historical King’s nuptials. They modified that into a sort of exorcism chant. They got their electroplasmic ammo and their demonbane charms and their heavy armor. They studied the Burned King’s victims and figured out that it was taking the arms of artists and other makers – sculptors, writers, poets, clerks. They staked out a likely target, a local sculptor, and infiltrated his manor house posing as staff who then let the heavily-geared-up crew members in from outside.
Their engagement roll was great! In fact, most all of their rolls were great. The Burned King stepped out of the sculptor’s fireplace directly into an ambush. It’s riddled with electroplasmic ammo and assaulted by its own wedding vows-turned-exorcism. It is overconfident, however, and presses on. It simply can’t overcome the dump truck’s worth of sixes my players seem to be able to pull out of their butts when death is on the line (and death was on the line with nearly every resistance roll and consequence). They banish it, the final blow coming when the Spider palm-strikes his demonbane charm directly into the King’s forehead, embedding the artifact into the entity’s ectoplasmic embers. The sculptor’s house burns around them, but they manage an escape during the halfhearted attempt by the Brigade to extinguish the unholy blaze.
It was a hell of a good time. I thought the Burned King was kind of a pushover, however, and that’s despite using nearly everything I could think of without simply shutting down my players:
1. Single boss fights in Blades are actually really great. Unlike other systems where the GM shares the turn economy with the players, having player-facing rolls with consequences for imperfect success means your boss monster essentially gets to act every time a PC interacts with it. And being a demon, the PCs had to resist dire consequences (usually being burned or ripped open) before they could even roll. The danger was there. Level 3 and 4 harm each time the Burned King did anything. How much harder can you push, as a GM, right? “Before you do anything save vs. death. Everyone save vs. death.”
2. PCs really, really do have an insane ability to absorb terrible things. Armor. Special ability armor. Foresight. Resistance rolls. Being that it was a stand-up fight, most resistance rolls were Prowess-based, and my players are beasts when it comes to Prowess. Most roll 3 dice, some have all 4. The toughest PCs would routinely take the hits for anyone the King targeted specifically with the Protect action (that part felt a bit like Hollowpoint). Five players also means there’s a lot of stress to spend.
3. The Burned King could tell when things actually weren’t going its way and tried to escape. That’s when things went supernatural and it was more about the Whisper trying to ritually lock down the entity. Resolve rolls, desperate Attune, etc. Meanwhile the beatings continued.
4. I had two 8-count clocks, one after the other. The first one was like its fire aura – while that clock was active the King could simply burn everyone in the room (fat chance with those resistance rolls, though). The second clock represented its hold on this material realm – once it was filled by appropriate attacks (of which there were many), it was banished from this plane and sent back to Oakland or wherever.
There’s just no substitute for sixes. That’s #goodroleplaying.
#heestcomplete
Has there been any discussion, conventional wisdom, or debate on how to handle load if players are going to loot…
Has there been any discussion, conventional wisdom, or debate on how to handle load if players are going to loot equipment in the moment?
Example: Harvey the Hound is rolling Light load for maximum sneakability, but during the course of the score he ends up grabbing a lieutenant’s matched sabres. He likes them and wants to keep using them, but it’d be more load than he planned on.
Can Harvey NOT bring his new swords because he didn’t previously say he was bringing Medium load?
Is Harvey just Medium load now? If so, and if the swords would only be 1 dot, would you allow Harvey another load dot, as befits a true Medium load?
Is Harvey still Light load but is just carrying some swords around?
#glowinthedarkrpg The Third Rails (out of Prism City) recovered a cache of anti-rads from the Boneyard, beating the…
#glowinthedarkrpg The Third Rails (out of Prism City) recovered a cache of anti-rads from the Boneyard, beating the Boneyard Bulldogs, Sheltered, and the Monarchs to the punch.
The previous session (https://plus.google.com/u/0/109333990936576277189/posts/JsrFwMb9D3A) ended with Ol’ Zeke the Junker collapsing a building. Since Johnny Tabernacle’s player couldn’t make the game, we ruled he appeared crushed in the rubble and was left for dead (until next game where he can return none the worse for wear). Dan Halen (the Reaper) and Zeke head into the mutant-dingo-infested subway tunnels, trying to come at the cache’s location from behind and catch any of the other factions looking for the treasure off-guard. This all works out pretty well, and although it gets dicey when Zeke accidentally drops some security doors in their path during a chase/firefight with the Bulldogs, they escape and return to Prism City with their loot.
This was just a good Blades session, hacked or not. I felt I had Devil’s Bargains tuned pretty well. I had plenty of consequences lined up that weren’t just “and then you take harm”. The duo of PCs had a tricky challenge in the form of a guard robot (Elysium/Chappie style), but they managed to defeat it with a Raid setup action by Dan which let Zeke get around behind it and use some jumper cables to stun it and then Hack it to help them carry the heavy crate of supplies. Both characters were running pretty high on stress by the end – I believe Dan Halen had 1 stress left and although Zeke was doing better, I think he had a level 1 harm he’ll need to clear. The high stress came less from resistance rolls and more from the fact that with 2 people, there’s only so many options for getting bonus dice and they’re Tier 0 starting characters. You need those dice but you’ve only got so much stress. The game’s tuned pretty well for this level, however. It forces you to get in and get out. My vanilla Blades game is for 5 people and someone always has a stress to spare for a bonus die, plus they’ve accumulated enough XP to where their starting dice pools are pretty beefy. This was a welcome change, and even I could feel that “scarcity” was actually being enforced as a theme by the mechanics.
The Third Rails’ supply situation looks like this:
2 Starting supplies
-1 paid to Westchester Woodhouse (their mutant contact) for exceptional gather info
-1 paid for medium loadout
+1 from looting Monarchs scouting party
+5 for anti-rad cache
-1 for crew upkeep
They stored 4 in their lair and plan on burning 1 immediately on either fallout (my entanglements hack) or on an extra downtime action.
Speaking of scarcity, load (and what to spend it on) was definitely somewhere between a meaty tactical decision and a pain point. I like my hack to add light ammo tracking into the game, but it does make a medium load feel like light, since if you’re going to roll Raid at any point it’s going to cost 2 load in ammunition. I either need to reconsider how to “weight” ammo, or I need to maybe up the load limits by, say, 1 point per level. It makes light load pretty useless as it is, and if you wanted to take light load and use a pistol, well, you’re looking at 3 load for that. 1 for the pistol and 2 load in ammo if you’re going to actually use the thing more than once. But then I’m flipflopping back to thinking, well, it should be a hard choice. Does reinforcing the theme here get too much in the way of player choice and freedom to act? Medium load costs 1 supply, light load doesn’t. Is the benefit of not dinging your crew’s resources worth taking light load?
On to XP: I didn’t have improved XP triggers yet but we did use the “if you did X, you get 1 XP. If you did it a lot, it’s 2 XP” rules. That helps, plus we had more desperate rolls this time too.
Next session should see our first downtime!