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Redbadge's Campaign (there will be spoilers)
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<blockquote data-quote="Isklexi" data-source="post: 6301269" data-attributes="member: 6684948"><p><strong>A-Team</strong></p><p>The constables used most of the day to organize their plans for the task force the next day. The constables then split up to scout the Kell Guild strongholds while they called in a favor with the Dockers to get some early recon in the districts. The Dockers managed to locate den of thieves in North Shore and a front in Bosum strand, but they got run off in the other districts. Likewise, the constables were able to scout most of the guild strongholds, but the Theatre of Scoundrels proved to be too heavily guarded to get near. </p><p></p><p>While the others went scouting, Irony accepted an invitation to speak with Morgan Cippiano at the Brave Hall fashion show. Morgan offered to help them reach the new leader of the Kell Guild using an inside man the Family had within the guild. In return, Morgan asked for a moratorium on murder investigations, the release of a famous serial killer, and information on what if any interaction the constables had with the prisoner of Odiem. Irony told Cippiano that she would consider the offer but would not agree right away.</p><p> </p><p>[gm]To help keep track of the passage of time, I decided to break each day into 4-hour time blocks. That gives the players 4 time blocks each day to do things in (the last two time blocks are used for sleeping). These blocks roughly correspond to morning, midday, afternoon, and evening. This way I can ask them what each member of A and B team are doing in each time block as well as how they are deploying their task force in each block. This also allows them to case districts in the morning, scout their findings at midday, and then perform stings in the afternoon. This also allows me to hand wave travel time between districts. It’s a simplification of how long events take in the game, but I think it will help keep things moving. [/gm]</p></blockquote><p></p>
[QUOTE="Isklexi, post: 6301269, member: 6684948"] [B]A-Team[/B] The constables used most of the day to organize their plans for the task force the next day. The constables then split up to scout the Kell Guild strongholds while they called in a favor with the Dockers to get some early recon in the districts. The Dockers managed to locate den of thieves in North Shore and a front in Bosum strand, but they got run off in the other districts. Likewise, the constables were able to scout most of the guild strongholds, but the Theatre of Scoundrels proved to be too heavily guarded to get near. While the others went scouting, Irony accepted an invitation to speak with Morgan Cippiano at the Brave Hall fashion show. Morgan offered to help them reach the new leader of the Kell Guild using an inside man the Family had within the guild. In return, Morgan asked for a moratorium on murder investigations, the release of a famous serial killer, and information on what if any interaction the constables had with the prisoner of Odiem. Irony told Cippiano that she would consider the offer but would not agree right away. [gm]To help keep track of the passage of time, I decided to break each day into 4-hour time blocks. That gives the players 4 time blocks each day to do things in (the last two time blocks are used for sleeping). These blocks roughly correspond to morning, midday, afternoon, and evening. This way I can ask them what each member of A and B team are doing in each time block as well as how they are deploying their task force in each block. This also allows them to case districts in the morning, scout their findings at midday, and then perform stings in the afternoon. This also allows me to hand wave travel time between districts. It’s a simplification of how long events take in the game, but I think it will help keep things moving. [/gm] [/QUOTE]
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