Scum and Villainy “playtest” session 3
Our final playtest session. The PCs raced to the Hantu Gate with the Aleph Key, managing to beat the Nightspeakers there, but also blowing off the Vigilance and getting embroiled in a faction war with them. That caused problems because, while the PCs beat the Nightspeakers to the Hantu Gate, they didn’t beat the Vigilance there. We then had a two-dimensional struggle with some PCs fighting off the Vigilance while others were trying to install the Key and open the Gate (some mechanics, some negotiation with the Precursor Ur-intelligence they woke up). They just about got there in the end, with some judicious use of Gambits.
Some playtest comments:
We rolled “Reprisals” for the entanglement, and that brought out that there’s no Rep in S&V, so you can’t pay off an enemy Faction with Rep, only Cred. And in terms of presentation, that little parenthetical statement in the core BitD book: “An enemy faction makes a move against you (or a friend, contact, or vice purveyor)” really helps the GM at the table see what that looks like in the Fiction.
Another thing we drifted into was that the crew creation guidelines are, I think, presented unclearly. All the information is there, but it’s not obvious to a new reader on first run through. I’d put an additional section (of a paragraph or two) about Quality on page 113, before “Choose Initial Reputation.” That section would be something like:
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” Crew and Ship System Quality
“Both your Crew overall and the various parts of your ship have a Quality rating. Your Crew Quality is a measure of the quality of the equipment you have and how together and professional you are as a team. You compare your Crew Quality to other Factions’ Tiers to judge whether you outclass them or they outclass you. You use Crew Quality for things like Acquiring Assets (page XX) and the effect of your reputation when you namedrop. See page XX for how to advance in Crew Quality.
“Your ship has different systems: engines, hull, comms, and weapons. Each system has a Quality as well. Use the ship system rating as base dice pool when you’re rolling for how well the ship does. Roll the Engines Quality to race another ship; use the Comms Quality to cut through the Hegemonic frigate’s jamming. (PCs can use Teamwork, page XX, to boost the ship systems as needed.)”
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It might also be worth spelling out the rough equivalence that ship system quality is a bit like PC action ratings, and ship modules are a bit like PC special abilities. I know I got confused on first reading, thinking that system quality was somehow tied to the number of modules installed.
Another playtest comment as about Gambits. They seemed quite easy to get, and made the crew rather effective. It didn’t help that they were a reward for doing well. We thought they would be better if awarded on a 1-3 result for Risky (and perhaps Desperate) rolls, to help get people out of a nasty situation. We’ve not tried that, as it only came up in a post-session discussion, but the existing way of generating Gambits seemed off.