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A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8165627" data-attributes="member: 6785785"><p>Yeah, you got it. So a claim like Vice Den may be a number of things....a gambling hall, a brothel, a drug den....but it grants the advantage it grants mechanically. You can kind of “drape” the setting over that structure, so that your Vice Den becomes the “Crooked Post” a black lotus parlor owned by the Lampblack gang.</p><p></p><p>Now, this doesn’t mean that the setting details you’ve assigned to the Vice Den are just window dressing. They can be if that’s what everyone wants. But from what I’ve seen, taking a claim like that usually leads to all manner of new material to draw from. if your players really wanted to delve into operating the Crooked Post, you can incorporate that in for sure.</p><p></p><p></p><p></p><p></p><p></p><p>Claims that are taken by the crew can be targeted by rivals. Your crew will become subject to Entanglements (these are post Score consequences the crew faces and are based on how much Heat the crew has) and those Entanglements will often involve associates of the crew.</p><p></p><p>Maybe the manager of the Crooked Post gets picked up by the Bluecoats and they question him. Does he talk? Does the crew get rid of him? Maybe the barman owes money to Ulf Ironborn and gets roughed up by Ulf’s men. Does the crew let them get away with that or do they teach Ulf a lesson?</p><p></p><p>It’s all a springboard for more play, more story, more action.</p><p></p><p></p><p></p><p>I get that. It was a game that I didn’t immediately get entirely, too, and I was looking at the actual rules, not an incomplete second hand description.</p><p></p><p>All I’ll add is that the Claim map is only one piece of the game. There are several, and they all interact with one another in meaningful ways. When something happens on a Score, it may trickle over into Downtime as an Entanglement, and then the Entanglement leads to another Score. So once you get going, the game’s play structure generates ideas and conflict.</p><p></p><p>It’s very tightly designed.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8165627, member: 6785785"] Yeah, you got it. So a claim like Vice Den may be a number of things....a gambling hall, a brothel, a drug den....but it grants the advantage it grants mechanically. You can kind of “drape” the setting over that structure, so that your Vice Den becomes the “Crooked Post” a black lotus parlor owned by the Lampblack gang. Now, this doesn’t mean that the setting details you’ve assigned to the Vice Den are just window dressing. They can be if that’s what everyone wants. But from what I’ve seen, taking a claim like that usually leads to all manner of new material to draw from. if your players really wanted to delve into operating the Crooked Post, you can incorporate that in for sure. Claims that are taken by the crew can be targeted by rivals. Your crew will become subject to Entanglements (these are post Score consequences the crew faces and are based on how much Heat the crew has) and those Entanglements will often involve associates of the crew. Maybe the manager of the Crooked Post gets picked up by the Bluecoats and they question him. Does he talk? Does the crew get rid of him? Maybe the barman owes money to Ulf Ironborn and gets roughed up by Ulf’s men. Does the crew let them get away with that or do they teach Ulf a lesson? It’s all a springboard for more play, more story, more action. I get that. It was a game that I didn’t immediately get entirely, too, and I was looking at the actual rules, not an incomplete second hand description. All I’ll add is that the Claim map is only one piece of the game. There are several, and they all interact with one another in meaningful ways. When something happens on a Score, it may trickle over into Downtime as an Entanglement, and then the Entanglement leads to another Score. So once you get going, the game’s play structure generates ideas and conflict. It’s very tightly designed. [/QUOTE]
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