With the release of Guilders 1.6 Beta, we decided to start completely new guilds. We've been playtesting the game with the same guilds over a very long time. Since the game has seen so many tweaks (especially to injury) it was time to try out with some rookies.
We rolled for a scenario and ended up with The Carriage heist. In this game the guilds must ambush a Carriage with loot. Loot will drop from the objective, but it will also cause Alarm.
Since the last play of theis Heist, the rules have change. There's now rules for the carriage being able to run over characters in it's path. It's harder to block this way.
You can check out my new guild right here: The Rogue Circus.
If that wasn't enough we rolled The Towncrier as a complication - an NPC that start every turn with automatically generating Alarm.
This can be both a good and a bad thing. If the town crier moves away from the objective, he'll cause Alarm and draw the guards to him .. i he moves randomly towards the objective - that's bad.
We made a city with a straight street through the middle, this is where the carriage will move through. We made sure the line the buildings with lots of ledges towards the main street, for some good action in the height.
For both guilds we spread out thiefs and streets urchins. Moving toward doors and crowds for lockpicking and pickpocketing some Loot I, to pay the bills.
I've also included a bunch of quarterstaffs, clubs and bolas in my gang - hoping for some easy violence. If someone is Knocked Out quickly they don't generate Alarm (draw in guards) and the character doesn't get Infamy (must pay the bailiff to not be wanted).
And at Overall Alertness 10+ the guards turn hostile towards the guilders. So you really want to avoid this until you have enough Loot secured.