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Map & Key Escort/Smuggling Adventures or Scores and Scene Bangs
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<blockquote data-quote="Ovinomancer" data-source="post: 8300665" data-attributes="member: 16814"><p>I very much enjoyed the session, and here are my thoughts on it:</p><p></p><p>The Obstacles/Problem generation was fun, and kept at a pretty high level. Taking turns, we'd establish a location on the map, then a kind of problem with maybe a few details, if needed. Like, I established that the park below the precinct house was a location for Gang Trouble, and we established that this gang was going to be the Grey Cloak -- ex-cops drummed out for being too brutal (which is saying something in Blades) and who have banded together to form a nasty gang of toughs. I like the juxtaposition of them being so close to their former compatriots.</p><p></p><p>However, the exact nature of the obstacle was not established -- where the Grey Cloaks running a toll for passing by the park? Were they strongarm stealing from passers-by? Don't know, that was to be establish by the GM as part of the scene framing when or if we got to that location.</p><p></p><p>What I loved most about this was the ability to choose a route -- while some of the obstacles were things that couldn't be predicted, most of them were, and it felt like it really centered our characters' knowledge of the city. This neighborhood really felt alive and familiar (which was cool because our hunting grounds are there). </p><p></p><p>Now, on to things I think might improve/provide a different experience. In keeping with the goal of very low overhead, I think I might try out the following:</p><p></p><p>When placing markers on the map, I'd maybe suggest not attaching the encounters directly to the markers. Get a list of encounters during generation, and then put the markers on the map, but only associate an encounter to the marker when it's encountered. I think this lets things be slightly more of a surprise. I'd then let the gather information rolls fix some of the encounters to a location -- like scouting the route? Say we, as players, pick out a route, and then make some checks on each (fortune style) to fix encounters -- a 1-3 would be a high challenge encounter (risky-desperate position or low effect, maybe a higher tier or large scope?), 4-5 would be a risky, and a 6 would be a controlled, or risky but we pick the encounter. A critical would flip the obstacle to a boon, maybe? This could be determined in play, merging the scouting into the score? Dunno, just some thinking I had during and after the session. I think this keeps the overhead low, stays very close to your original idea, and maybe adds some additional points of interest?</p><p></p><p>Of course, that said, I would be happy and excited to continue using the tested approach for any and all future transports. Very fun session!</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8300665, member: 16814"] I very much enjoyed the session, and here are my thoughts on it: The Obstacles/Problem generation was fun, and kept at a pretty high level. Taking turns, we'd establish a location on the map, then a kind of problem with maybe a few details, if needed. Like, I established that the park below the precinct house was a location for Gang Trouble, and we established that this gang was going to be the Grey Cloak -- ex-cops drummed out for being too brutal (which is saying something in Blades) and who have banded together to form a nasty gang of toughs. I like the juxtaposition of them being so close to their former compatriots. However, the exact nature of the obstacle was not established -- where the Grey Cloaks running a toll for passing by the park? Were they strongarm stealing from passers-by? Don't know, that was to be establish by the GM as part of the scene framing when or if we got to that location. What I loved most about this was the ability to choose a route -- while some of the obstacles were things that couldn't be predicted, most of them were, and it felt like it really centered our characters' knowledge of the city. This neighborhood really felt alive and familiar (which was cool because our hunting grounds are there). Now, on to things I think might improve/provide a different experience. In keeping with the goal of very low overhead, I think I might try out the following: When placing markers on the map, I'd maybe suggest not attaching the encounters directly to the markers. Get a list of encounters during generation, and then put the markers on the map, but only associate an encounter to the marker when it's encountered. I think this lets things be slightly more of a surprise. I'd then let the gather information rolls fix some of the encounters to a location -- like scouting the route? Say we, as players, pick out a route, and then make some checks on each (fortune style) to fix encounters -- a 1-3 would be a high challenge encounter (risky-desperate position or low effect, maybe a higher tier or large scope?), 4-5 would be a risky, and a 6 would be a controlled, or risky but we pick the encounter. A critical would flip the obstacle to a boon, maybe? This could be determined in play, merging the scouting into the score? Dunno, just some thinking I had during and after the session. I think this keeps the overhead low, stays very close to your original idea, and maybe adds some additional points of interest? Of course, that said, I would be happy and excited to continue using the tested approach for any and all future transports. Very fun session! [/QUOTE]
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