I think I want to have a list of more options for Devil’s Bargains sitting in front of me when I’m GMing.

I think I want to have a list of more options for Devil’s Bargains sitting in front of me when I’m GMing.

I think I want to have a list of more options for Devil’s Bargains sitting in front of me when I’m GMing. The suggestions in the book are good, but I’d like more. What are your favourites?

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.

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?