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Map & Key Escort/Smuggling Adventures or Scores and Scene Bangs
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<blockquote data-quote="Manbearcat" data-source="post: 8298295" data-attributes="member: 6696971"><p>You’re doing a lot of things here that have no place:</p><p></p><p>a) You're focusing on an irrelevant detail and trying to turn the thread into that. This isn't a thread about scripts or scenario design or railroading or anything of the like. This is a thread about operationalizing Smuggling Scores or Transport Adventures in other Forged in the Dark engine games. Do you understand what the lead post was about? Have you ever played Blades in the Dark or any other Forged in the Dark system?</p><p></p><p>b) Worse than just focusing on an irrelevant detail and trying to turn the thread into that, you’re actually not even correct there. You've manufactured an assumption about the Score and then extrapolated from there. This isn't a theft and then selling to a fence. This is the Crew in my present Blades game looking for a Score in the Information Gathering phase of play, turning down a revolution-starting Score that would have led to a giant cluster-eff in one of the wards of the city (their Hunting Grounds ward). Then they used that gathered intel to consult one of their member's Friend's (a character sheet asset) to reorient the potential Score and save their Hunting Grounds from a clustereff; get the prototype weapons (that their rival gang stole) off the street and back to the Ministry/Sparkwrights, but also assuring their transport of these goods isn't found out by Military/Bluecoat personnel (because that would get the Ministry/Sparkwright personnel who is hiring them to get these goods back in trouble for incompetence in allowing the prototype weaponry to be stolen). This will also harm the rival Gang (they lose Hold...which is a mechanical effect in Blades).</p><p></p><p>But again, none of this is here nor there. Its not even an aside to the point of the thread. Its fundamentally a distraction.</p><p></p><p>The idea that there is (or even could be) any kind of railroading here is...I don't even know what it is to be honest with you. Its so far removed from reality (and so far removed from the point of the thread...which isn't about the scenario in question but about systematizing Transport/Escort/Smuggling conflicts and allowing players to have some say in the type/kind of obstacles to be faced along the way).</p><p></p><p>So...again...do you have any experience playing Forged in the Dark games or similar games that systematize the Transport/Escort/Smuggling conflict? If yes, lets talk about that and specifically how I'm doing so in my games and how you might do so in your games. </p><p></p><p>If you don't have that experience/interest and/or you want to talk about the fluff that underwrites scenarios...do that elsewhere. This is not the place for that. This is about systematization, design, and related techniques (particularly Scene Bangs...see the very first sentence in the lead post) as they pertain to Transport/Escort/Smuggling conflicts.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8298295, member: 6696971"] You’re doing a lot of things here that have no place: a) You're focusing on an irrelevant detail and trying to turn the thread into that. This isn't a thread about scripts or scenario design or railroading or anything of the like. This is a thread about operationalizing Smuggling Scores or Transport Adventures in other Forged in the Dark engine games. Do you understand what the lead post was about? Have you ever played Blades in the Dark or any other Forged in the Dark system? b) Worse than just focusing on an irrelevant detail and trying to turn the thread into that, you’re actually not even correct there. You've manufactured an assumption about the Score and then extrapolated from there. This isn't a theft and then selling to a fence. This is the Crew in my present Blades game looking for a Score in the Information Gathering phase of play, turning down a revolution-starting Score that would have led to a giant cluster-eff in one of the wards of the city (their Hunting Grounds ward). Then they used that gathered intel to consult one of their member's Friend's (a character sheet asset) to reorient the potential Score and save their Hunting Grounds from a clustereff; get the prototype weapons (that their rival gang stole) off the street and back to the Ministry/Sparkwrights, but also assuring their transport of these goods isn't found out by Military/Bluecoat personnel (because that would get the Ministry/Sparkwright personnel who is hiring them to get these goods back in trouble for incompetence in allowing the prototype weaponry to be stolen). This will also harm the rival Gang (they lose Hold...which is a mechanical effect in Blades). But again, none of this is here nor there. Its not even an aside to the point of the thread. Its fundamentally a distraction. The idea that there is (or even could be) any kind of railroading here is...I don't even know what it is to be honest with you. Its so far removed from reality (and so far removed from the point of the thread...which isn't about the scenario in question but about systematizing Transport/Escort/Smuggling conflicts and allowing players to have some say in the type/kind of obstacles to be faced along the way). So...again...do you have any experience playing Forged in the Dark games or similar games that systematize the Transport/Escort/Smuggling conflict? If yes, lets talk about that and specifically how I'm doing so in my games and how you might do so in your games. If you don't have that experience/interest and/or you want to talk about the fluff that underwrites scenarios...do that elsewhere. This is not the place for that. This is about systematization, design, and related techniques (particularly Scene Bangs...see the very first sentence in the lead post) as they pertain to Transport/Escort/Smuggling conflicts. [/QUOTE]
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