Well, like I said we wrapped up the old campaign and started a new one.
We had a MASSIVE map, but loading times became an issue and we had dice-lag on roll20.net which sucks, because the players liked having a huge map. Now, if you didn't know, roll20 recently changed the way dynamic lighting works and HOLY SHIT is it a lag-hog.
There's been some changes to the game since my last post. The characters are pretty much the same, but the witch's player bought a card pack.
So we use Tarot cards to come up with our missions, since if the cards look bad any mission I come up with will be: "Um, the cards said that relationships are in danger. I'm going to take my mother and my aunts shopping! The nobleman will just have to hope nobody murders his ass and he shouldn't have been down here anyway." It's smooth after a few weekends of practice and works really well.
Like I stated before, I've got the whole Gangs of New York shit going on in the background, riots now and then in the city over food and racial tensions (You better get your knife eared ass out of here, this is Blood Hawks territory, tree humper), as well as crooked guard.
I made some different city section maps and the city is basically a huge metropolis with rough descriptions of the areas and it still works well. A quick couple of geomorph map pieces for the next adventure and POOF, it works great.
We were kind of nervous about the family part. The players were nervous I'd do the whole "AND THEN THE BAD GUYS KILLED ALL YOUR FAMILY!" and I was worried they wouldn't want to interact with their family.
It works pretty good now. They had to get one of the kobold's cousins out of jail, bribe the guard with drugs, take him back home. He was smuggling "beehive bolts" for the crossbows, which is kind of this nebulous illegal hand crossbow bolt. So the kobold had the orc hold his cousin's head in a rain barrel while yelling "THIS IS WHY YOU STOP HANGING OUT WITH ELVES" till the cousin passed out, then they carried him back and the kobold's aunt beat the cousin's ass.
The two big locations are "Auntie's Mahjong Parlor" and "Uncle Sven's Tavern" where they hang out and pick up jobs. They followed the cards, which led them to two carts moving through the alleys at night. They stopped them, the guards on the carts had rusted chainmail and old short swords, so they beat these guys half to death. (Non-lethal is preferable in the campaign) The carts were full of bags of wheat. FUCKING SCORE. They had Uncle Sven fence it and took a couple pounds each of the wheat grain back to their families. This makes them local heroes. "That's my baby right there, (s)he made sure we got us some wheat!" and "Why can't you be more like your cousin? She makes sure everyone has wheat and you're lazy ass just panhandles outside the brothels."
The encounter between the kobold and the guards was a riot. The guards are looking for a sniper who kills every couple days. Heavy crossbow, fired from the rooftops, headshots, random (so far, no pattern had been figured out) victims. A noble's guard got sniped so the guard had to leave the wine-shops, taverns, brothels, and actually patrol the streets. The group gets stopped. Put up against the wall and patted down.
Guard, slightly pissed off: "Any weapons?"
Kobold> My crossbow
New young guard: "HE'S GOT A CROSSBOW!"
Old guard: No he doesn't. LOL
NYG: He totally admitted it.
OG: It's not a crossbow. Beep, show him.
The kobold pulls out a kobold sized hand crossbow. You know, a fucking tiny weapon.
OGs: AHAHAHAHAHAH!
NYG: What the fuck is that?
Kobold: My crossbow.
OG: AHAHAHAHAHAHHA!
NYG: That's not a crossbow. Put that shit away.
Guard leaves, forgetting to search the group, laughing at the whole "It's a crossbow!" shit.
It's been a long time since I've done an evil/street campaign and I forgot how interesting it could be. Someone stole from the guards and disappeared into the slums. The guard got ahold of auntie and uncle and the witch tossed the cards, which gave us an idea of how to go. So the players catch him, the guard takes this dude out to the edge of the docks, and the guard just shoots the dude in the back of the head with a crossbow, tell the PC's to thank Auntie and Uncle, and the next time they get picked up by the guard, they got let go with "We're even now."
The players have been having the character's shook up by the guard just snuffing the dude, so they're real careful around the guard again.
Establishing big families is fun too. "Beep" has cousins and siblings all over the place and we've established that kobolds are tight knit, so when the PC's were running from a North Dock Gang, they saw a kobold sweeping an alley and got help, hiding out till the coast was clear then getting home through the sewers escorted by a couple kobolds. This let me establish the sewers as winding, multi-level, with some sections from the old city that got buried, and pretty interesting.
The most important part though, is the players are having fun. Using the Tarot Deck as our adventure generator/hook and having family all up in the PC's business really alters the whole "murder hobo" thing, since the PC's use non-lethal means. (The Monk's "stunning blow" is kind of used like a knockout punch, the orcess can pick a dude up and powerbomb him through the table, the witch stands in the shadows and fucks people up with her hair, the kobold hides under the table)
Doing the whole 'Cyberpunk/Shadowrun' thing for adventures has really paid off too.
Gotta say, it's really nice.