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<blockquote data-quote="hawkeyefan" data-source="post: 7589398" data-attributes="member: 6785785"><p>I can definitely try. </p><p></p><p>At Crew creation, the players chose “The Good Stuff” as their Hawkers Special Ability. So the goods they sell are of higher quality than typical for a crew of their tier. We decided this meant that they had somehow acquired a quantity of a new drug, and selling this drug is what brought the crew together. </p><p></p><p>This decision began affecting things even before we were done with crew creation. The Crew gets to choose two upgrades before play. One of the characters is a Leech, the tinker/mad scientist type of character, and he said he’d like to study the drug and learn how to manufacture it so that they could create their own supply. So they decided one of their upgrades would be a Workshop, which would allow the Leech to do exactly that. They dubbed the drug “Third Eye” because of the visions it causes for users.</p><p></p><p>The Leech has been devoting his downtime to learning that, and meanwhile the Crew has been making sales and setting up connections. They decided they needed to expand a bit, so they went after a Turf Claim. Each Crew has a bunch of Claims they can try and seize....from Turf to Cover Identities to a Luxury Venue. Each Claim gives the Crew a perk of some sort. Unfortunately, to get a claim, you have to take it from someone else.</p><p></p><p>So they snatched some Turf and then a Vice Den from the Red Sashes. They have a -2 status with the Red Sashes, and at -3 it means the gangs are at war. So the Crew decided they should bolster their alliances. They reached out to another gang and shared a bit of their Third Eye stash to strengthen their alliance and to make sure that gang would be with them if things hit the fan with the Sashes.</p><p></p><p>The Leech’s long term project has paid off and he’s cracked the formula to create Third Eye himself. Of course there’s an exotic ingredient....unrefined Leviathan blood. So the cCrew has set their sites on obtaining Leviathan blood. They looked at the list of Factions and decided their best bet was with a group of smugglers known as the Fog Hounds. According to the Fog Hound entry in the book, their goal is to eliminate rival smuggler gang The Vultures and then secure a long term patron for their smuggling. The Crew found out about this by meeting with them, and it was basically a perfect fit. </p><p></p><p>The Crew eliminated the Vultures and are about to bring the Fog Hounds in as their regular supplier of Leviathan Blood, which they’ll turn into Third Eye and sell at a profit.</p><p></p><p>But the Red Sashes are pissed and war is almost a certainty. And they’re not the only enemies the Crew has made. Both the Dimmer Sisters (a gang of witches) and the Spirit Wardens (the agency that deals with the supernatural in Doskvol) have taken an interest in Third Eye. The Crew’s Wanted level is high, so entanglements keep coming at them. More and more problems are mounting, and as they take Harm and build up Stress, they have to spend downtime to deal with that...which means less devoted to reducing Heat or developing Long Term Projects. </p><p></p><p>So things are reaching a boiling point.</p><p></p><p>I hope that helps display how the system promotes player driven play. Each week, the players come up with a new thing to do based on their goals as a crew, or based on the results of something else that happened in the fiction. They come up with the goal of a score and at most I provide some relevant details about how to go about that, or who to target. But it always comes from them.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7589398, member: 6785785"] I can definitely try. At Crew creation, the players chose “The Good Stuff” as their Hawkers Special Ability. So the goods they sell are of higher quality than typical for a crew of their tier. We decided this meant that they had somehow acquired a quantity of a new drug, and selling this drug is what brought the crew together. This decision began affecting things even before we were done with crew creation. The Crew gets to choose two upgrades before play. One of the characters is a Leech, the tinker/mad scientist type of character, and he said he’d like to study the drug and learn how to manufacture it so that they could create their own supply. So they decided one of their upgrades would be a Workshop, which would allow the Leech to do exactly that. They dubbed the drug “Third Eye” because of the visions it causes for users. The Leech has been devoting his downtime to learning that, and meanwhile the Crew has been making sales and setting up connections. They decided they needed to expand a bit, so they went after a Turf Claim. Each Crew has a bunch of Claims they can try and seize....from Turf to Cover Identities to a Luxury Venue. Each Claim gives the Crew a perk of some sort. Unfortunately, to get a claim, you have to take it from someone else. So they snatched some Turf and then a Vice Den from the Red Sashes. They have a -2 status with the Red Sashes, and at -3 it means the gangs are at war. So the Crew decided they should bolster their alliances. They reached out to another gang and shared a bit of their Third Eye stash to strengthen their alliance and to make sure that gang would be with them if things hit the fan with the Sashes. The Leech’s long term project has paid off and he’s cracked the formula to create Third Eye himself. Of course there’s an exotic ingredient....unrefined Leviathan blood. So the cCrew has set their sites on obtaining Leviathan blood. They looked at the list of Factions and decided their best bet was with a group of smugglers known as the Fog Hounds. According to the Fog Hound entry in the book, their goal is to eliminate rival smuggler gang The Vultures and then secure a long term patron for their smuggling. The Crew found out about this by meeting with them, and it was basically a perfect fit. The Crew eliminated the Vultures and are about to bring the Fog Hounds in as their regular supplier of Leviathan Blood, which they’ll turn into Third Eye and sell at a profit. But the Red Sashes are pissed and war is almost a certainty. And they’re not the only enemies the Crew has made. Both the Dimmer Sisters (a gang of witches) and the Spirit Wardens (the agency that deals with the supernatural in Doskvol) have taken an interest in Third Eye. The Crew’s Wanted level is high, so entanglements keep coming at them. More and more problems are mounting, and as they take Harm and build up Stress, they have to spend downtime to deal with that...which means less devoted to reducing Heat or developing Long Term Projects. So things are reaching a boiling point. I hope that helps display how the system promotes player driven play. Each week, the players come up with a new thing to do based on their goals as a crew, or based on the results of something else that happened in the fiction. They come up with the goal of a score and at most I provide some relevant details about how to go about that, or who to target. But it always comes from them. [/QUOTE]
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