After a lot of schedule collisions, and a general lack of time, I have finally manged to get the campaign running in somewhat regular sessions again, and have had the Rat-pack in play for quite a few of them now.
Overall the playbook have been working really well both in the fiction and in the game itself. The children quickly found a place in the hardhold as just about everyone’s under-paid errand-children (on top of general thievery and mischief), while being Mrs Langs (the hardholders) eyes and ears. Binding all the other PCs together by their relations to the individual children in a way I have had a hard time doing before.
They even manged to create a lot of cool and memorable situations already. Among them, stealing an Angel kit from Doc, delivering it to the Maestro who then unknowingly gifted it back to Doc. And later they badly humiliated the Chopper in a 'fight' by swarming and harassing him until he had to give in. (This far marking our only use of
Like a plague of locust)
This actually reminds me of a thing I've been meaning to articulate. It's this: If any of your members are not explicitly somewhere else at the moment, they can be wherever you want them to be.
I didn't actually read that until just now, but I did run them like that without really thinking about it, really seems to be the only decent way to do it without forcing the player to micro-manage every member all the time.
The only 'problem' have been that the player player haven’t really been into any 'internal' interactions between the children (without me pushing him with questions) and at first had a hard time running them as a individuals and not just as a gang, but recently they have really started to get their own personalities.