I’m running a game where the Crew just went to war with the Red Sashes.

I’m running a game where the Crew just went to war with the Red Sashes.

I’m running a game where the Crew just went to war with the Red Sashes. The crew currently only has one claim, some turf that takes the form of some union supporters and labor in a coalridge factory (industrial espionage Shadows).

Anyway, how have you guys handled “defense” during a war? The crew seems to be waiting for the Red Sashes to come to them. Is defending your turf/claim a Score? I was thinking of running it as such. Has anyone done the same thing? If so, do you still have the crew gain Coin for defending what’s theirs to begin with? REP makes sense but I was going back and forth on Coin.

I’d love to hear anyone’s experience with a similar scenario of defending during a war and how that interacts with Scores, etc. Any ideas on creative ways for the Red Sashes to “attack” would be great too.

The crew has a secret lair. Coming after the factory is chancy since the crew doesn’t own it, they just have plants within it and I doubt the Red Sashes want to go to war with the owners haha. What does that leave them? Random assaults in the streets? It’s my first game and my first war, so I’m all ears.

I’m running a game for a crew of Shadows with an espionage focus.

I’m running a game for a crew of Shadows with an espionage focus.

I’m running a game for a crew of Shadows with an espionage focus. They have finally settled on wanting to get involved in industrial espionage. Focusing on Coalridge and Charhollow — drumming up unrest with the workers, starting union talks, blackmailing nobles / owners, and stealing and selling plans/prototypes. Needless to say, I think this is great.

I’m curious if anyone has done anything similar. What kinds of prototypes or industrial secrets should I throw in there? I know the Ironworks is all about Leviathan Hunter ships. Maybe I should do something with that angle. Any other strange industrial tech you would use?

I’m just looking to source some ideas on what kind of intrigue/opportunity to throw their way.

I’ve just started running a game for a Crew of Shadows (espionage). I’m curious what holding Turf should be like.

I’ve just started running a game for a Crew of Shadows (espionage). I’m curious what holding Turf should be like.

I’ve just started running a game for a Crew of Shadows (espionage). I’m curious what holding Turf should be like.

Like what kind of “Turf” would a bunch of spies run to generate money, rep, power, etc?

Or should I do it more like they take over the operation of the people they took the turf from? Drugs, Gambling, etc. I’m curious if that will muddy the crew’s theme though.

Anyone have any thoughts or experience from the games you’ve run?