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1 - 8 Picking Up The Pieces

General Summary

The cops come sniffing around. Jesse and Charlie get rid of them eventually, but the crew has to figure something out. Having a major narcotics lab in the corner of your headquarters makes hit hard to unwind after a score. A new clock was started "Drug Bust".

The crew decides to take control of and re-open Chris's Cat House. The first order of business is to pay their respects to Mark. They meet him at The Trackside Diner on55th and he is happy to hear that some form of street justice had been dealt out to those responsible for his cousin's murder, but the crew still felt some pull of responsibility. A bit of scharole and some of the best H. the south side has ever seen, and the relationship between the two crews is formed. His only caveat is that Pete has to continue his duties, which Pete begrudgingly agrees to.

With the greenlight from Mark, the crew sets about securing the claim. Pete introduces them to Tonya and Cinamon, the only two ladies still living there. They piece together that there are numerous issues that must be addressed:

  • Supply: Two girls does not a whore house make.
  • Competition: Slick, a pimp came by the other day and made a deal with three of the girls.
  • Cops: Frank Malone and Jimmy O’Rourke.
  • Sean deals with Slick. A quick conversation explaining that the Saints are taking over Chris's operation smoothes things out and Slick quickly apologizes for any misunderstanding. The girls will be moving back in a day or two. Jesse goes and visits his usual haunt (a house owned by ICB) and talks his vice purveyour into moving houses. She is relunctant, but he is convincing.

    While the staffing situation is being addressed, Tommy and Charlie decide to look into these police officers. They infiltrate Distict 18 CPD station. They are able to drum up some juicy blackmail on the two beat cops.

    The crew secures a new claim and during their next Down Time they will generate scharole from it.

      Fallout
  • Filled Bagels clock
  • Fought the police
  • Rewards Granted

    +1 Claim: Whorehouse
    +1 Crew Advance: New Cohort, Gang

    Missions/Quests Completed

    Joe Bagels Intel

  • Tommy spends way too much time at Sully's
  •   What else did they do???

    Created Content

    The Greek
    The Trackside Diner (55s Place)
    Conner, the black sheep of the McGregors
    Tonya and Cinamon
    Sully's (bar Henry has a game in the basement)

    Notes

    Rules Clarifications

    Resistance, Resistance, RESISTANCE!!!
    You can resist pretty much any effect. This is obviously most useful for Harm and you could be using up some stress to make it so you don't have to spend so much time/money on healing.

    But you can resist other effects to. This is from the rules:
    When your PC suffers a consequence that you don’t like, you can choose to resist it.
    Trying to create a distraction with Finesse and the GM says "Consequence...a street sweeper shows up and blocks your way..." - you can resist this!

    I think part of the problem is you guys burn way too much stress trying to get one or two extra dice on each and every roll. That one extra die someone is giving you for 2 stress to talk to the guard. Will it really make that much of a difference? Compared to saying, "I want to resist that consequence."? It even sounds like a bigger deal!  
    Hard Moves
    A miss can succeed at a ‘heavy cost’. This “Hard Move” can be done if the position of the move allows it. This is up to the GM and "heavy" means "heavy". This is not for trying to weasel out an extra +1, this is to sacrafice your character in a blaze of glory to do something really super cool.

    Following the example above you are trying to create a distraction and the GM says you suffer a consequence, a street sweeper blocks the street, and reduces you to No Effect. "Shit, Ok...what if I do a Hard Move and just drive straight into the streetsweeper at full speed?" The GM will discuss it before making it official fiction, so the severity and everything is up for discussion and you, as the player, can decide to back out if "heavy cost" seems too heavy for you.

     

    Thoughts For Next Time

    XP
    I really feel like you guys are leaving too much xp on the table. I am making myself a note to try to be better about reminding you guys but in the end it is up to you. You should be agressive about that. Your first attempt at using a vehicle didn't work? Wrack your brain for another idea while someone else is doing something and come up with another way to hit that XP trigger.  
    Methodical
    I am in a conundrum where I want to create compelling, exciting play but I am still not comfortable with the rules. When we go through the Action Roll step-by-step it always works out better than when I try to wing it. In that vein, next session I am going to try to follow a written list/script for a few things. Please be patient with this. And don't worry, it won't be like me reading, I am more talking about "Part 3. Did you describe the scene after their effect?" things that I will forget in the moment.

    What I need patience from you is that I might ask you to turn down the crazy idea a notch or two, at least until I can fit it into the methodical list. Make sense? I don't want to quash that imaginative shit, I just need you guys to not burry me in it.


    Inflation

    I am weilding the Wand of GM Retcon in a few minor ways. First, I will not take away any money you guys already got. That being said, I made H way to valuable. Going forward the market price is more like 7 - 8 a kilo. I will firm that up before we play. So, you guys get to keep the money Debra gave you, the 15 or whatever. But in the ficition it would be more like "pays way above market value" and would have been more around the 10 range.
    Backyard Blades Season 1 Episode 8
    Season 2
    Report Date
    27 Aug 2024
    Primary Location

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