We had a brutal session tonight, with all four members of the Unrecommendables in play. They took care of business here and there, and in a triumphant finale they framed one of Wolfram’s old enemies as a leviathan blood smuggler so they could snaffle the business of an impossibly wealthy aristocrat.
https://fictivefantasies.wordpress.com/2015/10/20/blades-in-the-dark-unrecommendables-bad-blood/
Four players, three hours (a little less), one down time session, two little episodes that were neither down time nor heists, then a big heist to close out the session.
Thanks to Jack Shear, Bryan Mullins, kreg Mosier, and trey causey for playing!
https://fictivefantasies.wordpress.com/2015/10/20/blades-in-the-dark-unrecommendables-bad-blood
Wonderful AP Andrew! Thanks for posting.
It seems that, just like AW, Blades REALLY excels as a long term campaign. I like that, especially since I’ve only played one shots or two sessions with the same characters!
I can’t wait to get a long term game up and running. Dishonoured 2 and the New Assassins Creed should get me some new converts 🙂
So good! Your APs are so inspiring, Andrew.
Thanks, I’m glad you guys enjoy them!
I agree, Nathan Roberts, this game is ideal for a long term campaign, and with low prep, too!
I have a goal of someday doing a long con with Blades in the Dark, 15 hours of gaming across 5 sessions in a single weekend with the same table of people. It would be amazing to see how players would make a crew then put them through their paces in such a truncated time.
Not many games lend themselves to that length of time without massive prep, but Blades in the Dark would have a sleek and sinuous strut through the downtime/heist cycle, complications and player goals emerging and driving further engagement.
I’d sign up for that game Andrew, especially with you as GM, or maybe it could be a rotating GM role?! Oooh the possibilities.
Thanks for the vote of confidence! Once the game comes out, I will likely fire up a new crew campaign, and the people here will be the first to know. =)
I would gravitate towards using gangs for rotating GM role, mainly because it is easier to pull characters in and out. Also, you’ve got a sponsoring organization so some elements can be sent up the chain of command instead of all plot threads resting in a self-contained crew. That gives the group lots of flexibility on what to focus on, and some authority figures to steer the group on any given night away from elements that the current GM doesn’t want to focus on (but wants to leave for other GMs.)
So, if one night the group really focused in on harvesting devilfish with weird traps at the docks, then there’s a reason that another GM could refocus the action elsewhere without disrupting the crew’s self determination, but leave the devilfish trapping for the GM who started it to return to it. =)
Yeah, that makes sense. I intend to include the option for starting as a gang and building up to a crew through play.