How often does your Crew’s Load impact the game?
So far, my group has tended toward what seems like short Scores. They last for 5-7 rolls at most. Most players choose a Normal Load (5 boxes) and they have the Shadows’ upgrade that gives them two bonus boxes.
With four scoundrels in the group, we’ve never even come close to any particular character running out of Load and getting in a bind. Given that there are three Load options, I sense that choosing your Load for a Score is meant to be at least a little consequential. It’s supposed to be a potential limitation if play goes a certain way. My reading shows that a scoundrel’s choice of load might have implications for Scores with a more social or deceptive approach. You can’t stroll into a masquerade ball with a Normal Load without drawing a lot of attention and possibly jeopardizing your Score. Our crew hasn’t taken an approach to any Score where this type of limitation might come up.
What have been your experiences with Load? I’ve already anticipated some potential answers. Yes, I could run Scores longer than 5-7 rolls and eventually exhaust a scoundrel’s Load through different Consequences. Yes, I could use Consequences to directly remove points from a scoundrel’s Load to represent a loss of gear after a bad roll. Yes, I could put more social obstacles in a Score that could make choosing a Normal or Heavy Load more trouble than it’s worth.
I’m mostly curious about how Load has influenced play (if at all) for other groups. How often has choosing one level of Load over another had any noteworthy impact in play? Has anyone run a Score where a group of 3-4 scoundrels with Heavy Load were in danger of multiple scoundrels running dry?
Thanks! 🙂