Awesome [MENTION=6785785]hawkeyefan[/MENTION] .
I think it would be good (for yourself and prospective players) if you, [MENTION=16814]Ovinomancer[/MENTION], the lead poster and anyone else who is playing Blades to post their play excerpts and a postmortem.
Here's a summary of the starting situation, based on the choices the players made for their PCs and for the Crew. We established all this in Session 0 when we made the characters and Crew. I hope others are willing to share this kind of stuff too.
Crew: Hawkers
Reputation: Professional
Ability: The Good Stuff
Upgrades:
Secure Lair
Resolve Training
Workshop
Quarters
Faction Statuses:
The Fog Hounds: +1
The Gray Cloaks: +1
The Crows: -1
The Sparkwrights: -2
Members:
Spider
Hound
Leech
Lurk
They chose the special ability "The Good Stuff" so we decided that they'd somehow come into a stash of a new drug. A significant supply. Their crew contact Lydra, a deal broker, arranged for them to get the supply. She's associated with the Gray Cloaks, a gang of former cops, and so that Faction helped them receive the stash. The Gray Cloaks stole it from the Crows while they were dealing with internal strife due to the death of their leader (per the starting scenario in the book), so the Crew has a negative status with the Crows.
The stash is in their secure Lair, where the Leech is devoting downtime to figuring out the formula for the drug so the Crew can produce their own once the supply is gone. They chose a Workshop as one of their upgrades to help with the research. The Fog Hounds (a pirate like gang of smugglers) helped the Crew get the material for the Workshop, but they stole some items from the Sparkwrights (a very important guild of engineers), so the Crew has a negative status with them, as well.
Their Lair is in Six Towers, a haunted district that was once prestigious, but is now on the decline. They stay in the guest house of a derelict estate. Their Hunting Grounds, or Sales Territory, where they'll conduct their business is in Nightmarket. This is a district on the rise, with an influx of new money, a gentrification of sorts. Perfect location to sell a recreational drug. I decided that the Grinders were the gang in charge of the area, but that the Red Sashes have a foothold here, too. The Red Sashes are currently at war with the Lampblacks in Crow's Foot. Their operations here help to fund that struggle. The Crew paid a Coin to the Grinders to run their business in peace. They may have to pay a tithe from time to time, but we'll see how that goes....
To kick things off, I had the leader of the Lampblacks, Bazso Baz, summon the Crew to his bar the Leaky Bucket. There, he told them he would greatly appreciate it if they expanded their operation in Nightmarket at the expense of the Red Sashes. He didn't ask for a cut or anything else; he knows they're professional and they've paid up to the Grinders already. He just wants them to hurt the Red Sashes if at all possible, because that'll help him. This is a little spin on the starting situation suggested in the book. I wanted to kind of stick with that in general, but give it a little bit of a personal take. The Crew agreed.
So that's the starting situation. The Crew is looking to set up their operation in Nightmarket and sell their product, which they've dubbed "Third Eye" for its psychoactive effects. They're looking to reverse engineer the drug so that they can produce more of it. They've also agreed to do what they can to weaken the Red Sashes.
I'll post their first couple of Scores later on.