While working on some setting things for Folded Steel, I hit on the idea of the group changing over time and…

While working on some setting things for Folded Steel, I hit on the idea of the group changing over time and…

While working on some setting things for Folded Steel, I hit on the idea of the group changing over time and becoming something else. The thought is that certain crew types are tied to certain tier ranges. There is only so high a team of Racers can climb in the setting before they hit their cap, and need to change. I don’t want it to be a full stop change over though. Two different groups that started as different types in the lower tier should have a mechanical difference if they become the same type at a higher tier.There needs to be some sort of legacy crew ability. Something the Racers in my example get to retain when they step up and become involved on the bigger stage, that the other group wouldn’t have because they were Scrappers, or a Street Gang, or whatever.

Thoughts? Am I making it more complicated than it needs to be? Should I just shut up and go back to working on the setting info until I see more mechanics from the core game?

I love waking up to another stretch goal down. Really looking forward t some psychedelic sci-fi in Womb of Night

I love waking up to another stretch goal down. Really looking forward t some psychedelic sci-fi in Womb of Night

I love waking up to another stretch goal down. Really looking forward t some psychedelic sci-fi in Womb of Night 

https://www.youtube.com/watch?v=B2SCIoq0VX4

So after talking with my primary source of anime and Mech source material, we are getting underway with a mecha team…

So after talking with my primary source of anime and Mech source material, we are getting underway with a mecha team…

So after talking with my primary source of anime and Mech source material, we are getting underway with a mecha team hack. Going to play a little close to the chest about setting and such until it coalesces more, but for those of you who are enthusiasts what source material do you think I should pay special attention to? (Gundam, Votoms, Heavy Gear, Robotech, and MMPR/Sentai Squad shows are already in the discussion)

Some of the comments in the discussion about moves in the playbooks got me thinking about how which games we have…

Some of the comments in the discussion about moves in the playbooks got me thinking about how which games we have…

Some of the comments in the discussion about moves in the playbooks got me thinking about how which games we have experienced informs our reading and reception of the rules. This in turn got me curious as to everyone else’s gaming backgrounds. 

I’ve always been the one in my gamer friends most willing to try out new games/systems, but I started by playing a metric ton of AD&D 2nd Edition in junior high and highschool, with a sprinkling of World of Darkness when my older sister picked up the Vampire 2nd ed core book. Added 7th Sea, Deadlands, and D&D 3.x to he mix before really getting involved with a Vampire larp in college. Since then I’ve bounced around between other game systems, but have always had whatever was the current edition of D&D as the backbone to the local gaming groups here in south Louisiana.

Inspired by everyone else I figured I would write up an AP from my group’s time with the quick start rules.

Inspired by everyone else I figured I would write up an AP from my group’s time with the quick start rules.

Inspired by everyone else I figured I would write up an AP from my group’s time with the quick start rules. 

The Jackboot Jesters were summoned from their usual haunts by Baszo Bas. The Jesters are a very blue color group of thieves, so they already had some standing with the Lampblack due to previous services rendered. It was an easy choice when the idea of an alliance was brought up. Keel, Vond, and Hix could tell an opportunity if they saw one, and had no particular love for the Red Sashes.

The three returned to the Broken Blade tavern, nodding at Rigney behind the bar as they descended into the safety of their hidden lair lurking underneath to plan the raid on the Red Sashes vault. Hix had long been lurking through the sewers and knew of just the spot to infiltrate the Sashes’ stronghold, an old sewer access that has long been locked and forgotten.

The trio quickly gear up, and head through the secret routes. Once there Keel  and Vond stood on alert as Hix set about teasing the lock open. It fell away with barely a noise, but before the crew could enter enemy territory a noise coming toward them through the dark sewer tunnels (devil’s bargain) drew their attention. An ghost long turned feral forgotten under the city had found them.

Vond stepped forward and drew his pistols, loaded with electroplasmic ammunition for just such an occasion. A sure shot later and the Skovlan noble motioned for Hix and Keel to make their way inside. 

Making their way through the tunnels with Keel on point, the group came upon two sashes practicing their sword work. With practiced ease Keel motioned to Vond and the nobleman once again set about making with the murder. 

Keel took point and lead the group right to what they had been searching for the Sashes’ vault, wide open and being loaded with the day’s haul. The old leviathan hunter stepped up and tried to command the Red Sash to drop his sword, assisted with a little help by the concealed blade Hix silently pressed against the man’s ribs. Sadly the guard was made of sterner stuff, and mayhem soon broke out.

Just as Keel knocked the first guard out, a confused guard wandered out from the vault (devil’s bargain strikes again). Once again Vond stepped forward and dispatched the man with a blast from both pistols. 

Cursing at the sound of guards clanging through the halls, the young HIx stepped up and quickly led his senior Jester out of the lower levels and into the relative safety of their sewer paths.

Sadly the one guard Keel had knocked out had gotten a good enough look at them to get the crew a little more heat than they originally bargained for. Apparently even the Bluecoats were paying attention to the rumors that night generated, but the Jesters were able to put a couple coins in their pockets. They were willing to call it a win.