Over last winter we played a campaign of Guards of Traitor's Toll. I'd been really excited about this and was more than happy to give it a go, but actually found it a bit of a disappointment.
We talked it through afterwards and came to the conclusion that we found the games a bit slow. The rules were too fiddly and we often felt nothing much happened, despite a lot of dice rolling. Most of our PCs gained various advances during the campaign, but seldom found an opportunity to use them for any benefit. We loved the concept, but the mechanisms were not for us. It probably didn't help we were playing once every 4-5 weeks, if we could have played a couple of times each week we might had more success.
So I had the idea of keeping the concept, but adapting it to Sellswords and Spellslingers, a set of we were very familiar with and enjoyed playing.
Ian and I played our first test game, searching for contraband, and were really happy with the result, it still needs some tweaking, but we are going to play a campaign and make minor adjustments as we go. Here are a few piccis from the game.
And mine the "Red Cloaks". They are a touch on the big side. I saw them painted on Ebay and thought they would give me a second squad without any effort, but they turned out to be printed to 32mm "Heroic" size, rather than normal 28mm. But hey, perhaps this squad also play basketball!
Not the best start for the Blue Jackets. The first guards fails all 3 actions, a nearby civilian is revealed as an assassin, this guard had insulted a local gang boss, who put out a hit on him!
Whilst the first guard is fending off the assassin, the second guard also fails all his actions and a fire breaks out in a nearby house! What to do, help his mate or put the fire our? Fortunately the assassin got stabbed in the gut in the next turn.
Much quieter for my guys, just a horse and cart wandering onto the table. Then a brawl breaks out in the yard of a nearby tavern!
A classic example of law enforcement going wrong! Or, how the cards revealed the city watch as a bunch of bumbling nitwits! The woman and child with the yellow marker and in fact pick pockets who have just robber the lady behind them. Notice that there is a Blue Jacket to her left and another in front of her. Out of shot there is a Red Cloak to her right, se we have all avenues of escape covered!
My Red Cloak activates, fails once and the pick pockets runs to the right around the Butter Market, then I move closer. Now both Blue Jackets fail twice, drawing two cards that activate criminals, so the pair run into the gap between the two Blue Jackets.
The Red Cloak activates 3 times and catches the pair, but I roll rubbish combat dice and end up flat on my back (perhaps the urchin tripped me up?).
Having broken up the brawl in the pub yard, the thatch of the stables catches fire!
Having put the fire out in the burning stable, the Red Cloaks notice a similar suspicious box in the corner of the yard. They search it and discover the contraband! GAME OVER!
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