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Captain_Person
Apr 7, 2013

WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER MAN?
From the rulebook:

“You’re in a haunted Victorian-era city trapped inside a wall of lightning powered by demon blood.”

Now go do crime.

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Captain_Person
Apr 7, 2013

WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER MAN?

Coolness Averted posted:

I think the biggest weakness of Scum & Villainy comes from being an early hack for Blades, developed and released before we really knew the stengths and weaknesses of the system.
In my Scum & Villainy experience the multiple heat tracks work, but it's very much a system where you need to restrict the players to the 3 systems and make it so travel requires either scrutiny or risks.
That's kind of leaning into "Oh here's something the game and rules don't tell you, but you need to enforce..." like effectively the players can't just gently caress off, you need to use waygates to travel which are heavily under Hegemony control, or risk basically traveling the Warhammer 40k warp.

Plus by making travel between systems heavily restricted you can re-enact the border crossing scene from Sicario.

Captain_Person
Apr 7, 2013

WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER MAN?
They don't need an in-depth knowledge of the setting. As the posters above said, keep it to the broad strokes, and let everything else come up through play. Character and crew creation prompts them to link into existing factions, so give them some options at that point.

The key thing is that the details of the setting aren't fixed, so that there's room for everybody to create something. If you ask them to memorise the list of factions and districts then why would they bother to try and add anything?

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