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A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8165635" data-attributes="member: 6785785"><p>Yeah...you kind of touch on it near the beginning of your post with extrapolation. The book provides enough detail to give you a good sense of the Faction, and then you can build the rest from there.</p><p></p><p>So let’s use a gang headquarters as an example. Most gangs’ HQ are loosely described in the book; the Red Sashes run a sword fighting school, the Crows have a kind of crooked tower in the middle of their district. Most are even less detailed.</p><p></p><p>So if your crew ran afoul of the Billhooks, a really vicious gang who favors hatchets and polearms, you’d know that their HQ is a butcher shop, and that they also own a stockyard and slaughterhouse. But where in the city are these locations? How big are they? How well defended? All that is for the GM and players to determine. You don’t need to know where the Billhooks’ Butcher Shop is until someone asks, or until the action of the game points you there. </p><p></p><p>It’s perfectly fine if you’ve introduced the Billhooks to the game as rivals of the PC crew and you’ve already got an idea to place their butcher shop HQ in the Docks. It’s also fine if a player suggests it for some reason. Maybe they want the Billhooks to have some personal meaning to their PC, and so they suggest that the Billhooks are notorious in the district the PC grew up in, Charhollow. However it makes sense to determine these details is fine. </p><p></p><p>Ultimately, many of the details are not yet set. This is by design so that the GM and players are free to kind of build their own city. </p><p></p><p>I think that bit of flexibility also opens up a lot of potential for the players to make suggestions about the details, which I think helps invest them in the place. That may not work for your group, though, and it’s not necessary although it’s heavily and frequently recommended in the book.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8165635, member: 6785785"] Yeah...you kind of touch on it near the beginning of your post with extrapolation. The book provides enough detail to give you a good sense of the Faction, and then you can build the rest from there. So let’s use a gang headquarters as an example. Most gangs’ HQ are loosely described in the book; the Red Sashes run a sword fighting school, the Crows have a kind of crooked tower in the middle of their district. Most are even less detailed. So if your crew ran afoul of the Billhooks, a really vicious gang who favors hatchets and polearms, you’d know that their HQ is a butcher shop, and that they also own a stockyard and slaughterhouse. But where in the city are these locations? How big are they? How well defended? All that is for the GM and players to determine. You don’t need to know where the Billhooks’ Butcher Shop is until someone asks, or until the action of the game points you there. It’s perfectly fine if you’ve introduced the Billhooks to the game as rivals of the PC crew and you’ve already got an idea to place their butcher shop HQ in the Docks. It’s also fine if a player suggests it for some reason. Maybe they want the Billhooks to have some personal meaning to their PC, and so they suggest that the Billhooks are notorious in the district the PC grew up in, Charhollow. However it makes sense to determine these details is fine. Ultimately, many of the details are not yet set. This is by design so that the GM and players are free to kind of build their own city. I think that bit of flexibility also opens up a lot of potential for the players to make suggestions about the details, which I think helps invest them in the place. That may not work for your group, though, and it’s not necessary although it’s heavily and frequently recommended in the book. [/QUOTE]
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