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<blockquote data-quote="hawkeyefan" data-source="post: 7795033" data-attributes="member: 6785785"><p>I can suggest Blades in the Dark as an alternate game that may work if the other solutions offered don’t work for you.</p><p></p><p>Blades is intended for each session to consist of one “Score” or mission plus a round of downtime. So a rotating cast would be fine. </p><p></p><p>It’s also designed to require little prep. It’s very sandboxy in that sense. Learn the setting...which consists of one city and its different factions...and then just turn the PCs loose.</p><p></p><p>The game itself is different than D&D in a couple of was though. There’s a lot more narrative responsibility on the players. They have resources at their disposal that can really push things toward their desired outcome. It’ll help if you have creative players (and it sounds like you do). </p><p></p><p>The action is also intended to be driven by the players. After a few scores, the GM should step back and let the players start to decide what they want to do and what kind of score they want to pursue. </p><p></p><p>The setting itself is a kind of haunted Victorian type city that offers a variety of games. The PCs can be a gang of mercenaries or they can be spies or power brokers or purveyors of illicit goods or just about anything. They get to choose the type of crew they’ll be, which will help determine the kind of stories they want. You can do politics and intrigue or you can do gang war or labor disputes or whatever they may like. </p><p></p><p>It’ll be a bit of a shift in the way you play, but it sounds like a feasible option for your group, if they’re willing to try something new.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7795033, member: 6785785"] I can suggest Blades in the Dark as an alternate game that may work if the other solutions offered don’t work for you. Blades is intended for each session to consist of one “Score” or mission plus a round of downtime. So a rotating cast would be fine. It’s also designed to require little prep. It’s very sandboxy in that sense. Learn the setting...which consists of one city and its different factions...and then just turn the PCs loose. The game itself is different than D&D in a couple of was though. There’s a lot more narrative responsibility on the players. They have resources at their disposal that can really push things toward their desired outcome. It’ll help if you have creative players (and it sounds like you do). The action is also intended to be driven by the players. After a few scores, the GM should step back and let the players start to decide what they want to do and what kind of score they want to pursue. The setting itself is a kind of haunted Victorian type city that offers a variety of games. The PCs can be a gang of mercenaries or they can be spies or power brokers or purveyors of illicit goods or just about anything. They get to choose the type of crew they’ll be, which will help determine the kind of stories they want. You can do politics and intrigue or you can do gang war or labor disputes or whatever they may like. It’ll be a bit of a shift in the way you play, but it sounds like a feasible option for your group, if they’re willing to try something new. [/QUOTE]
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