New Quick Start PDF
I just updated the QS PDF with a bunch of helpful changes, more examples, and a better explanation of Effect and Resistance (I hope). It’s in Update #21, here:
https://www.kickstarter.com/projects/2080350433/blades-in-the-dark/posts/1187067
So, I am guessing that you are not dead set on the new effect system yet (the one with one roll) ?
Most excellent. Just backed yesterday with first read-through in-progress…
Are you reducing to 4 Effects in the full game, or is this just for making the quickstart simpler?
Antoine Pempie Heh, yeah, that will require plenty of playtesting before it shows up in any official form.
Lukas Myhan I’m sold on reducing to 4 effects for the full game. I think six was too many.
Typos : p. 6 “there are 6 effects in the game”, well, no longer ! ^^
Still, I’m a bit concerned about the example on p. 19 (with the swordman). I really like the new effect rule with one roll (to rule them all) and there… three rolls ? one for action, one for effect, one for resistance ? It seems a lot !
The Advancement page (20) still refers to ticking Effects during personal training time as well.
Damien Rahyll Yeah, but that’s the current rule. I’m not revising anything further until it’s playtested. That’s just how I do things.
Jason Eley Thanks, Jason. I’ll fix that.
Okay, I just uploaded a fixed file.
Splendid! Love the map and so much else.
I like lots of the fun little changes:
Renown/heat rolls, recovery, more flexible starting faction status assignment (nice!), armor, tavern list (sweet!)
Development rolls and revised downtime look great! Also I love the diagram/flowchart for the action/effect/resistance example.
Not a change but I wonder if Nyryx the possessor ghost (Whisper friend), and Nyryx the prostitute (Slide friend) is the same being. Hmm.. 😛
If I had known you were going to do this, I would have offered a few suggestions! The main one is, it would be super-helpful to have the phrase summarizing each template on the template somewhere. I printed it off from the home page of the kickstarter to have handy when people were picking templates.
Ok. Now because there less dice to put in the effect roll, it may be more easy to roll at the same time Action and Effect with different dice colors. We keep the rule as it is, but reduce to one single roll.
And because the Effect rating use to decide the scope of the action, is most of the time the same used to the resistance roll (in your exemple Force is used for the scope and the resisting roll) you could reduce even more the number of roll.
Cause the result with the effect dice could be used for effect if the Action dice are 4+ or used for the resisting effect roll if the action dice show a 3-
Andrew Shields I’m guessing you mean the faction summaries on the FAQ?
Oh well, I undestand.
I was wondering, why do you think 6 effects is too many ? the effects are too “close” ? advancement reasons ? other ?
And one more, one of my player asks me if there was a bonus system with the Heritage (like the background), as he was dealing with some stuff from his people. I found this idea pretty cool but I said “not in the QS”. Is there some kind of mechanic planned for the heritage in the final version ?
Nope. Heritage won’t give you a dice bonus. It does give you opportunities, sometimes, though.
Adam Minnie No, like “Cutter: a commanding and tough bruiser.” Because the word “cutter” by itself could be a cutpurse, or a smuggler who cuts across borders, or a corrupted use of “gutter” for a beggar, etc. The one word doesn’t sum it up like “bruiser” would, for example.
By word association, “Hound” doesn’t leap straight to any single concept. Adding “Hound: a deadly marksman and tracker” tells me why I’d pick that template.
Good idea, Andrew. I’ll add those.
The examples are ace John. The visuals on Arlyn Vs the Red Sash are just icing on the cake. I like the subtle changes to the layout too: shifts with some paragraphs and whatnot. The Maps are awesome!
Oh, and our taverns we came up with in the game?
the Tooth and Nail
The Leviathan’s Curse (complete with kraken crushing steamship sign swinging out front)
When I hear “hound” I immediately picture Game of Thrones. A sentence of description right under the title on the template sheets would be great.
Since it said in the Kickstarter update that this is a complete map of Duskwall, it suddenly made me realize that those big empty blocks on the right hand side are supposed to be farms probably? Up until now I thought they were just unfinished parts of the city, and due to my prejudice they still look really out of place to me. Not sure if anyone else is having a similar reaction? If it’s not just me, maybe theres a better way to indicate their purpose?
Duamn Figueroa I revised the development roll mostly because of your insightful feedback. So thank you for that!
Renown: Rolling Renown to reduce Heat is great, since it I don’t think it was featured enough previously and now it mechanically parallels Vice a bit more, and it inspires stories of how your ambition, strangeness, or ferocity assuages the messes your scores inevitably cause (Scores cause much more heat now!)
I will say it is either strange or cool that the more Wanted you are, the more easily you can reduce Heat (with higher Renown). Is that meant to emulate famous crooks like Al Capon who were notoriously difficult to actually catch on charges that stick? Or maybe it represents having influence that causes the Bluecoats, Inspectors, and maybe even Magistrates to let things slide.
10+ segment clocks: Since anything more than 8 segment clocks are unwieldy to make or use quickly, I’m temped to just use a 6-segment and a 4-segment together to count for one fictional thing. What problems might arise from that? (I also prefer to start with an x so the vertical line added for a 6-clock is symmetrical) 🙂
Maybe such linked-clocks could even mean something like how video game bosses change tactics after reaching a certain damage threshold (ie shifting from offensive to defensive approach, haughty to fleeing, humor to berserking, etc.) This could also be fun for somewhat staging or varying key NPC faction clocks or campaign clocks. String three 4-segment clocks together or two 6-clocks rather than a single 12-segment clock. Then something happens or changes from one to the next (ie Storm’s coming, calm before the storm, tempest unleashed).
While such staging of faction plans may be more work—thus I’d only use it for interesting campaign/NPC clocks—I like that it provides more narrative levers to work with rather than, for instance, the potentially too sudden “Crow’s reestablish control and end the turf war after 8 segments” effect. Of course, of course, good GMs can dynamically adjust what the world is telegraphing based on where various clocks are relative to their completion, so if the crows are at 6, they’re earning respect and quelling much of the feud. But why not just separate it like the players’ linked-clocks?
Thanks for the update John. The examples are great (particularity the rooftop duel), and I really like the refinement of effects from six down to four.
I really like that idea, Adam Minnie.
Yeah Adam, that’s cool. I visualise it as clocks grinding into other clocks like, well….. Clockwork.
My stamp allows 12 segment clocks with ease so that’s not an issue, but I really like the idea of telegraphing the linked faction clocks to the players without giving away any pre-planning until the early clocks get filled then make a decision based on the unravelling fiction. Its DW’s dangers with narrative consequences HP. I love it.
The best thing is, none of us what is going to happen until we get there!
John Harper Love the new mechanics, specially the Hold. I should frame the page and hang it on the wall 😉
I just came from applying the advice from the original post. Do you feel they are still valid?
Reading the updated rules…
/stalking this
Duamn Figueroa You mean the advice about splitting a score into multiple parts for bigger rewards? I think that should still work, yeah. But maybe it’s not as needed now.
And using the loot as devil bargain and/or fine items for the development roll.
#TheMalkavs just fenced an art piece depicting the 20 iruvian royal family members.
Since you get an entanglement anyways John, maybe the advantage of a critical on the Development roll could be the players choose an entanglement from the list? I might start allowing that if they roll a crit. The narrative that comes out of the Dev roll is so juicy anyways, I think the incentive to tell their own complication some special sauce.
Pavel Berlin It’s loading fine for me… maybe try it again?
Just noticed one more teeeeeeeeeeeny little error in the Quickstart: The Cutter sheet has replaced the Vice diamonds (from back when Vices were treated as effects) with squares, but the other four sheets still have effect diamonds.
Like I said, really minor and I wouldn’t have even noticed it if I wasn’t quickly flipping back and forth comparing gear lists. 🙂