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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Manbearcat" data-source="post: 8296770" data-attributes="member: 6696971"><p>I have.</p><p></p><p>One session's Adventure was Social to persuade the city's laborers to strike and rise up against their oppressors (a mix of corrupt union leaders, wicked foremen, gangs, and the city's indifferent hierarchical structure). If you look at the Claim Map on post 115, the immediate north claim from their Hall (Of the People) was what was at stake here. They were wresting control of it from the Union Leadership (a Faction, so this earned them negative Faction with that group and positive Faction with The Under/Labor Class). It was framed right into a big Union meeting with the labor leadership (uncovered during Gather Info phase).</p><p></p><p>Their opposition was the collective fear, destitution, and powerlessness of the under/labor class and the political moxie of the labor leadership. It was a Tug of War Clock 10, starting at 4 (if they get to 10, they achieve the Win Con...0 and they fail). After several appeals to reason, appeals to emotion, taking the measure of the room's temperature, and intimidation/force against the leadership, Resist Complication, they won and they got the Claim (+2 Rep on Escorts).</p><p></p><p>[HR][/HR]</p><p></p><p>The next session's Adventure was the actual Escort through the town with strike/picket and exhortations of corruption et al. We made a map and a key of the route in the city w/ a couple possible detours and potential obstacles, starting at the beginning of the route and finishing at the destination (the town square). As it should be on an Escort, its a mix of surveillance, recon/scouting, navigation of decision-points related to potential route obstacles, ensuring exposure, and shows of force where necessary (there were a brief skirmish with a Gang and posturing against a Watch blockade that eventually let them through).</p><p></p><p>Like the first one, this was also a successful Adventure (with +2 Legend gain due to Of the People Claim). This one was a Doom removal Adventure (as written above somewhere its 2:1 exchange rate). This Adventure started a 6 Tick Faction Clock to increase the Under/Labor Class Tier (repeating until stopped by a Faction...the PCs can interact with this via their own Downtime Activities).</p><p></p><p>[HR][/HR]</p><p></p><p>Wizard has spent Downtime on Spell Longterm Projects, there has been an instance of Downtime Training, some management of Longterm Projects for opposition Faction Clocks that emerged as a result of Adventures, Acquiring Assets (Lookouts) for the Escort Adventure, the Bladesinger visiited their phantom fortune teller friend for Gambits for the Company, and the typical Stress management.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8296770, member: 6696971"] I have. One session's Adventure was Social to persuade the city's laborers to strike and rise up against their oppressors (a mix of corrupt union leaders, wicked foremen, gangs, and the city's indifferent hierarchical structure). If you look at the Claim Map on post 115, the immediate north claim from their Hall (Of the People) was what was at stake here. They were wresting control of it from the Union Leadership (a Faction, so this earned them negative Faction with that group and positive Faction with The Under/Labor Class). It was framed right into a big Union meeting with the labor leadership (uncovered during Gather Info phase). Their opposition was the collective fear, destitution, and powerlessness of the under/labor class and the political moxie of the labor leadership. It was a Tug of War Clock 10, starting at 4 (if they get to 10, they achieve the Win Con...0 and they fail). After several appeals to reason, appeals to emotion, taking the measure of the room's temperature, and intimidation/force against the leadership, Resist Complication, they won and they got the Claim (+2 Rep on Escorts). [HR][/HR] The next session's Adventure was the actual Escort through the town with strike/picket and exhortations of corruption et al. We made a map and a key of the route in the city w/ a couple possible detours and potential obstacles, starting at the beginning of the route and finishing at the destination (the town square). As it should be on an Escort, its a mix of surveillance, recon/scouting, navigation of decision-points related to potential route obstacles, ensuring exposure, and shows of force where necessary (there were a brief skirmish with a Gang and posturing against a Watch blockade that eventually let them through). Like the first one, this was also a successful Adventure (with +2 Legend gain due to Of the People Claim). This one was a Doom removal Adventure (as written above somewhere its 2:1 exchange rate). This Adventure started a 6 Tick Faction Clock to increase the Under/Labor Class Tier (repeating until stopped by a Faction...the PCs can interact with this via their own Downtime Activities). [HR][/HR] Wizard has spent Downtime on Spell Longterm Projects, there has been an instance of Downtime Training, some management of Longterm Projects for opposition Faction Clocks that emerged as a result of Adventures, Acquiring Assets (Lookouts) for the Escort Adventure, the Bladesinger visiited their phantom fortune teller friend for Gambits for the Company, and the typical Stress management. [/QUOTE]
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