Hi folks. I’ve been running two separate gangs (but am handing one of them over to another player/co-GM and concentrating on the second) and one thing I’ve struggled with is creating opportunities for the crew to select from for their next score, especially ones as fully fleshed out as the author’s example on page 189. I’m hoping you good peop0le can help me get in the mindset.
So far, my gang of Bravos, the Dirty Goats, have pulled two scores. In order to start quick, we kicked off with with the War in Crow’s Foot starting situation before creating the group. They signed on with Baszo Baz with full intent to play both sides against the middle (Baz has his suspicions about their commitment; there’s a 4-clock, “Bazso Baz calls the Goats out,” running for that) and stole the war chest of the Red Sashes at Baz’s behest.
During gang creation in the following session, they took the Elite Thugs option, and I suggested the Red Sashes as the faction that organised the thugs; the players paid the extra coin to take the +2 status with the Sashes, who gave them a job to destroy a Lampblack drug den, which they did.
After that session, I sat down and worked through the NPC/faction downtime actions and decided the following:
- The Lampblacks are hitting the Gondoliers up for information on the demon (Setarra, the Whisper’s friend) who showed up at the drug den, trying to find out who was behind the hit. (Perhaps the whisper’s new friend as a result of a long term project, a spectre, may get word back to the Whisper about it.
- After helping local businesses by wrecking the Lampblacks’ drug den, The Red Sashes start shaking said businesses down for more tithe in order to rebuild their war chest (the Hound’s vice purveyor, Mardin Gull, will likely mention that).
- The Whisper’s player introduced a workers’ riot in the Docks, which spilled over into Crow’s Foot in order to cover their escape. Commander Clelland of the Bluecoats uses the riot and the murders at the drug den to start agitating the City Council for military-grade equipment (I was thinking Conway, the gang’s contact, may pass word back, but now I think it’d turn up in the papers).
- The Gray Cloaks drive some of the Circle of Flame’s extorters out of Six Towers (the spider’s vice purveyor, Chef Roselle, would mention that to him).
- The Circle of Flame, the Whisper’s vice purveyor, commences seeking the Eye of Kotar out in earnest and would probably order her to assist as part of her obligation.
- The Billhooks, from whom the players swiped their combat rigging, kill the nephew of a Charterhall magistrate in grisly fashion as part of their campaign to get Tarvul out of Ironhook (either Mardin Gull or another news article).
Which suggests some bare-bones opportunities:
- The Gondoliers want to get an agent into Bellweather Crematorium to speak with the spirits of the dead Lampblacks before they’re dissolved, and the agent needs an escort. Do the players take the opportunity to hide evidence by instead making sure the bodies ARE dissolved?
- The Circle of Flame want:
- some muscle to put the Gray Cloaks back in their place.
- someone to execute a smash and grab
- The businesses who originally went to the Red Sashes for help with the drug den are now looking for assistance against the Sashes. They may go to the Lampblacks - and Bazso might take the opportunity to see how loyal the Goats are with a direct hit on the Sashes.
- Maybe the Lost get word of the Goats’ involvement with the workers’ riot and decide to recruit their assistance with hitting a workhouse.
Targets and locations aren’t too hard to puzzle out, but how would you create situations and “obvious vectors” which I usually find not to be so obvious, let alone obscure vectors and secrets/alternate opportunities?