They're explicitly neighbors and friends who see each other and hang out together all the time.
Oh, by the way...! I pretty much missed that line (it only appears once in the current draft text, if I recall correctly) which says the PCs are each other's friends when I was running them through character creation, which of course added an extra layer of murky to our first scene recounted above. I noticed that after 1st session and we easily managed to ret-con that bit in (we actually established that not
all of them had known
all of the others before that fateful night at the House of Blue Steps, but that was a significant enough event to bring them all close together).
How did this pan out in your game? Did the players assume a "party" mentality, or do you follow each character around, a la AW, or something else?
I do follow each of them around (my "default" GM mode, unless otherwise specified by the rules), but they do spend a lot of time together... Well, not all together, really: more like in pairs and threes. There's something of a
Fiasco-esque feeling about it. A routine has set in where I start a session by asking them what they're doing and, often, the answer is that they all regroup at someone or someone else's place to make a plan together. They talk a bunch, disagree on priorities or over moral issues or something - or occasionally say they agree but don't really act like it - then usually two of them go away on separate errands or escapades, asking one or two friends for their help.
For example, last Sunday they basically split into two separate "adventures": Dix had to fulfill an obligation to some ghost (as usual) by relocating an urn to a princely mausoleum, and the warden of that mausoleum had asked his help dealing with a dangerous poltergeist-like ghost in return, so he asked for Nictus's help and they went to the mausoleum together. Meanwhile, Iago and Vetin went on a get-rich-quick-scheme spree: after starting a publishing house for pornography and satire at his run-down house (as the result of examining treasure), Iago went back to the House of Blue Steps to brief with and squeeze some more riches out of the Hostess in Black. There, Vetin, who'd just tagged along, heard that the master of the house was looking for -er- human resources to test the new magical defenses he'd had installed by the wizard Aktebeth. Vetin and Iago decided to turn labor-providers and started scouring smoke-drinking dens for people desperate enough to accept the job and sign off the biggest share of the reward to them (basically, we played a Hand to Mouth scenario from the perspective of the middlemen instead of the jobbers).
We played these two very different "adventures" at once, framing alternating scenes between the two pairs of PCs. I made the best of Vincent's suggestion from some other thread to disregard "naturalistic" time simultaneity and happily contrasted a single "round" of fighting against a dangerous ghost with half an evening's worth of Iago and Vetin (now aptly nicknamed "Cat and Fox" in table chatter) conning poor fellows into what they believed was certain doom. The most interesting part was in fact the thematic contrast, centered around issues of morality. On a side of the table, it all revolved around naive Dix trying to "do the right thing" in humane terms and grim, grumpy Nictus reluctantly playing along, showing a bit of his human side - on the other, Iago and Vetin were being perfect amoral bastards and had us rolling on the floor laughing at their bold ideas and blatant lies.
Quite unusually for us, we've played sessions of this game with one or even two players missing. The setup of the game makes it easy to rationalize this: reasons for a PC to be absent from the action which don't sound far-fetched abound, and it makes sense to focus on the deeds of just one or two PCs from time to time. Then, when we next all get together, the social ritual of briefing them about the events they missed turns into a very playful, pleasurable moment - probably because everything there's to say usually sounds like implausible or humorous tall tales! In fact, some players have been texting absent players mid-game, reporting events in a joking or self-mocking way: "You wouldn't believe how fucked up this is", and so on.