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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 5496234" data-attributes="member: 2810"><p>I ran a pick-up game at PAX East last weekend with 3 ENWorlders I'd gamed with previously (and got dissed by Piratecat. Again. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) and a couple strangers from the other side of the world who happened to be in the right/wrong place at the right/wrong time. The scenario ended up being more of a heist than a con, but it still worked pretty well. I ran into one of the players later in the weekend, and he'd bought a copy of the book, so I guess someone liked it! And I've got a couple weeks to tweak things before running it again at the ENWorld NC Gameday, so it should go even better.</p><p></p><p>After running a 'real' session this time (as opposed to a 'Recruitment Job') I'm more convinced than ever that if I'm short a player, I'll drop the Hitter. We had all five roles filled this time, but the Hitter definitely was reaching for things to do. Thankfully the player was game, and his secondary roles came in quite useful. I've noticed both times now that inevitably someone falls into taking the lead on a part of the job that their really sub-optimal for role-wise. I love it.</p><p></p><p>I'm considering, for future runs, using tented index cards to keep track of the Complications, and let the players use their Wrap-Up flashbacks to try and take them out of play instead of setting up an Asset. I think this would encourage a wider variety of events, and giving the players some more leeway would reduce the amount of time they spend at the table trying to think of something they can do during the wrap-up. It went pretty well, but it definitely robbed the end-game of some momentum.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 5496234, member: 2810"] I ran a pick-up game at PAX East last weekend with 3 ENWorlders I'd gamed with previously (and got dissed by Piratecat. Again. :p) and a couple strangers from the other side of the world who happened to be in the right/wrong place at the right/wrong time. The scenario ended up being more of a heist than a con, but it still worked pretty well. I ran into one of the players later in the weekend, and he'd bought a copy of the book, so I guess someone liked it! And I've got a couple weeks to tweak things before running it again at the ENWorld NC Gameday, so it should go even better. After running a 'real' session this time (as opposed to a 'Recruitment Job') I'm more convinced than ever that if I'm short a player, I'll drop the Hitter. We had all five roles filled this time, but the Hitter definitely was reaching for things to do. Thankfully the player was game, and his secondary roles came in quite useful. I've noticed both times now that inevitably someone falls into taking the lead on a part of the job that their really sub-optimal for role-wise. I love it. I'm considering, for future runs, using tented index cards to keep track of the Complications, and let the players use their Wrap-Up flashbacks to try and take them out of play instead of setting up an Asset. I think this would encourage a wider variety of events, and giving the players some more leeway would reduce the amount of time they spend at the table trying to think of something they can do during the wrap-up. It went pretty well, but it definitely robbed the end-game of some momentum. [/QUOTE]
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