Is this like a map of potential pathways to take turf? Personally i don't see anything wrong with a tool like this. Is there a point in this mapping procedure where the players would exert powers they wound't have in the kind of game I've been discussing?
Yes, that’s exactly what it is. And although there are pathways, it is possible to not stick to the paths, but it’s recommended when the crew does this that the GM make seizing the claim harder or more involved.
As for what I thought might be questionable to you about this, there are two things, I think. First, the players are immediately aware of this map as soon as they pick a crew; it’s actually right on their crew sheet. None of it must be discovered or learned through play, although the specifics may need to be.
Which leads me to the second point; each of the claims is presented very loosely from a fictional standpoint, but each has a specifically defined mechanical advantage. What is “Turf” exactly? What is a “Vice Den”? Sure, we have ideas, but the specific details are not yet set, and likely would not become so until the claim comes up as a possible point of interest.
It’s also very possible for the players to initiate a lot of this, possibly including some of the details for a claim.
For instance, the crew may have a need for more turf (turf is just territory that makes it easier for your crew to advance to a higher tier, which improves your gear and standing and so on). The crew may also be tussling with a specific gang, the Red Sashes, let’s say. So they may propose something like “We need some more turf if we’re gonna move up a tier, so we gotta grab some turf, but we don’t want to make any new enemies, so let’s grab something from the Red Sashes. They have to have some kind of turf in the area, right?”
Then the GM would likely add some details to round it out, and then that would be the next Score for the crew.
Now, this may also come from the GM, too. It doesn’t have to just come from the players. The GM may even let the players propose one idea, and then add another. So he may respond to the above with “Yes, the Red Sashes control the waterfront along the canal between Song Street and Bell Street. They have street kids who sling spark there. It’s a central location with access to a few nearby districts, so it’s a profitable spot. As such, it’s well defended. But...if you’re interested in seizing some turf, the area called Underbridge is similar to the waterfront , but it’s closer to you, and less well guarded. But, it’s run by the Crows....so you’d have an easier time taking that, but then you’d be pissing off a whole other gang. What do you want to do?”
So these details are not at all set ahead of play. And the players can initiate some of their goals and possibly even details about those goals. But I think the example here still shows how a GM can take that and then craft a meaningful choice out of it.
What do you think about that?
I am not sure I understand it enough to know (and again I haven't read Blades int he Dark, but one reason it is on my list is to see how it manages this kind of thing as it is something I deal with a lot in my campaigns and I will take any tools and tweak any tools I can that work).
It handles it very differently than you describe, honestly. Like the book is an exceptional example of a sandbox. It gives you all these different elements...districts, factions, institutions, cultures....but it lets you place them in the sandbox where you’d like. It let’s you pick and choose which are interesting to you and which you’ll use in play. And this is true of the players as well as the GM.
The players will pick their crew type and the district where they lair and also the district where they operate (these may be the same or may be different). These decisions start to feed into others which starts to naturally suggest certain factions and so on.
But the things don’t become specific until they need to be. The GM does not determine every holding of each gang and how many men they have and so on. Each of the main factions gets a half page entry that briefly describes them, lists a few members and a couple traits for each, and offers a couple of assets, and some general goals.
Do you think that the lack of specificity would be an obstacle to sandbox play? And I mean like a significant obstacle, not just something the group would balk at because it’s unfamiliar?