Warning, there is a massive wall of text incoming. I ran my first two sessions of Blades this week, and I thought I’d share my experience so far. As background, I play 5E D&D with a bunch of guys over lunch at work (we’ve also played Pathfinder and Dungeon World), but finding a day when everyone is available is a hassle. I thought it might be cool to try to run Blades on days when not everyone is around, because it seems pretty easy to adjust difficulty on the fly, and also explain why some PCs aren’t around (lost in vice, locked up, etc). At first the group balked at playing bad guys, but I described the game as a mix of Ocean’s 11, Firefly and Dishonored they got pretty excited. Of course, we only play for an hour at a time, so it took us 2 sessions to complete 1 score, not including downtime.
Here are some general thoughts I had.
1. The players had an absolute blast. I basically let them describe the layout of the building they were infiltrating, and attempt the robbery anyway they wanted. This is a level of freedom they don’t get in D&D.
2. In our D&D campaign these guys are your archetypal over planners (even though they hate it), and the planning system was a godsend.
3. The players made ample use of the flashback mechanic (3 times I think), and that was probably their favorite mechanic overall.
4. The leech was an artificer and would frequently want to flashback to tinkering on just the right tool he needed for the job. It was definitely cool, and he loved it, but then should I retroactively increase his load to account for more tools? I’m not really sure how to handle this, and I don’t want to tell him no. I anticipate this coming up a lot.
5. We had frequent conversations about the position of actions rolls, and what the PCs could do to make them more or less controlled. Conversely, we had no conversations about effects because I generally let single actions finish the job. I need to be better at thinking about effects.
6. Because I wanted to try and finish the score before the second lunch was over, I think I favored harm over complications. While this made the score shorter, the crew is pretty banged up now. I should strike a better balance in the future.
7. I was the only one who read the rules beforehand, so there was lots of confusion about resistance vs action vs fortune vs engagement rolls (and we haven’t even gotten to downtime rolls yet). I sort of sold this as a rules light game like Dungeon World, but while it is has similarities to Dungeon World (fiction first), my players thought the rules seemed, at times, arbitrarily complicated. This was probably my fault, since I didn’t always explain the rules succinctly. Complexity-wise, Blades probably falls somewhere between Dungeon World and Pathfinder, perhaps somewhere close to 5E D&D.
And here is the actual mission report:
The Chimney Sweeps are a creative crew of thieves operating out of Crow’s Foot, which currently consists of Caveman (leech), Cobalt (lurk) and Bones (hound). Caveman is a dandy focused on clockwork contraptions, Cobalt is an ex-bluecoat turned pick-pocket and Bones is a down on his luck Sailor with a ghost greyhound companion. This crew ended up in Bazso Baz’s office and accepted his job offer to rob the Red Sashes’ HQ.
The group Gathered Information on the HQ, and discovered it was a large 2 story building, with the vault most likely in the basement. The plan was to infiltrate the Sashes’ HQ via the chimney into the 1st floor kitchen. Fast-forward to being on the roof, and Caveman tinkers a pulley system to get everyone silently down the chimney. Unfortunately a poor engagement roll lead to Cobalt discovering 2 guards in the kitchen. He tugs twice on the rope up the chimney in a prearranged signal for trouble, and Bones commands his ghost dog into the house to distract the guards. The roll was a partial success, which caused the dog to run into a guard wielding a lightning hook, and he was captured.
With the guards occupied, the whole gang made it into the kitchen without a problem, but there was now a 6 segment clock on the board the read “Dead Dog” that was slowly filling up. The group split up at this point. Cobalt rode a dumbwaiter from the kitchen to the basement, Bones went to rescue his dog, and Caveman stayed in the kitchen with a plan.
We flashed back to when the crew discovered that, unlike most buildings in this rundown part of town, the Red Sashes’ HQ had all electric lighting and the generator was in the kitchen. Caveman did an assist action and desperately attuned to the generator to knock out all the lights in the building, and also create an arc of electricity to the guards lightning hook to destroy it. A partial success was going to leave him very badly burned, but he resisted with his special clockwork grounding vest that absorbed the electricity causing him to merely spasm and throw his back out.
Downstairs Cobalt made use of Caveman’s assist by employing his dark-sight mask to ambush a guard, slitting his throat (so much for not being evil). He also managed to pick the lock on the vault with minimal fuss, and got a large chest of silver back up the dumbwaiter to a waiting Caveman.
Bones snuck up on the guards that were fighting his dog, arriving with only 1 slice left on the clock that would result in a dead dog. He fired a warning shot in the air, commanding his dog to come with him and the guard to not pursue on pain of death. A partial result cowed 2 of the guards, but the third was a badass and was not deterred. A fight broke out and Bones opened fire on the Red Sash, taking a devil’s bargain that the muzzle flash from his pistol would light up his face allowing him to be identified. A failed roll left Bones disarmed and with one fewer finger from a lighting quick sword slash. A resist roll brought that down to just the tip of his pinky finger cleaved off. At this point Bones thought it was be best to retreat, and made a desperate leap from a second story window, taking a devil’s bargain that he’d need to somehow dodge a deadly throwing knife. The leap was a success, but Bones tried and failed to shoot the throwing knife out of the air, earning him a nasty shoulder wound.
All that was left was for Caveman and Cobalt to escape back up the chimney with the treasure. Caveman decided to use some explosives from his wrecking tools to collapse the chimney after them but got a partial success. The explosion was much larger than they anticipated, caving in the roof underneath them. They leapt to an adjacent building, but Cobalt dislocated his shoulder in order not to drop the chest of silver into the alley below.
So the Chimney Sweeps got away, though each member ended up with 1 standard harm, a few lesser harms, and quite a bit of stress. They also racked up 7 total heat from a rather explosive mission. On the positive side, Baszo split the take with them, leaving them with 2 coin and quite a bit of rep for wrecking the Red Sash HQ. They’re probably going to need to spend some of that on extra actions to heal some harm and reduce heat, but we’ll see.
Awesome!
4. Just point it out that if you want to do more flashbacks with gear, you should go in with higher load. Don’t go retroactively fix the load, let the consequences of of not taking enough gear (load) roll into them changing behavior for the future, or at least considering the drawbacks of not being fully prepared.
7. I agree it is definitely more complex than DW. I am not that familiar with D&D 5th ed, but for me it felt on the order of (though lighter) as complex as Mouse Guard. Simple enough you could grasp the basics quickly, but also realize there was a more to learn and master.
I think it’s also worth noting that I went into both sessions with no prep beyond the first conversation with Bazso, which is the exact opposite of my usual GM style. It was pretty great that the game mechanics lead to a really fun adventure with almost no prep (except learning the rules).
It’s weird that my own work lunch/gaming forays got the best results from another of John’s games, Lasers & Feelings.
(Our telework schedules don’t line up anymore, but it seems like Blades can work fine over Hangouts)
Yoshi Creelman
I was thinking something along similar lines with the load thing. I was considering giving him an item called Gizmo Sack that’s load 2 and has 3 uses he can spend to flashback to tinker something.
The benefits of flashbacks are already balanced by the cost of paying stress to activate them. You could consider the tinkered gear as factor in how much stress the flashback costs. For example, I figure tinkering up just the right equipment is at least a complex action. Arguably lugging it about just in case its useful could easily push that to elaborate action. And paying 2 or more stress seems costly enough without adding any extra rules or special gear.
Requiring players to plan ahead and have empty load slots for flashback gear seems to go against the whole point of flashbacks: the character would have thought of this contingency even if the player didn’t.
Oliver Granger That’s a good point Oliver. I want to be a fan of this player and encourage his crazy tinkering. It was just fictionally a little weird because he was at a light load with his tinkering tools, wrecking tools and a pistol, but then he also had a weird clockwork vest, a flashbang grenade and a portable mechanized pulley system. That hardly seems light anymore!
I could make the Gizmo Bag reduce the stress cost of his tinkering flashbacks by 1, but now the rules are getting kind of complicated. Still, I think the player might appreciate the ability to stress a little less, he managed to accumulate 8 stress on his very first mission.
In a lot of ways, the load system already accounts for mini-flashbacks (without rolls) that allow the character to have things that the player didn’t think to plan for. “Of course I brought my bizarre thing that’s perfect for this situation. I have it right here.” Once you reach your pre-determined load limit, you lose access to that “free mini-flashback” option.
In that sense, why not let the player use the bandolier option already available to the leech, but offer a new short list of semi-general artificer device functions to do what you are thinking with the Gizmo Bag (or replace a bandolier with a more bulky Gizmo Bag that works the same way)? Off the top of my head, I’d lean toward listing common, broad functions that a number of tools could effect, like the other substance examples: ie entry, sabotage, locomotion, precision/timing, surveillance, etc.
That way, the player wouldn’t even need flashbacks for items that do things on the list, they’d just check off a box (or two) of the bandolier/Gizmo Bag that contributes as normal toward the chosen load for the score. When they reach the load cap, they can’t imagine handy things in anymore. For inventing very outlandish devices, or tools that serve functions beyond the common ones in the bandolier list you create, then you could call for flashbacks for tinkering rolls, with failure in those cases being interesting because the experimental device could work differently than expected, fail at a key moment, or even fall into the wrong hands or be patented by a competitor.
Adam Minnie I somehow missed the rule about assigning load without selecting your equipment. That sort of solves the problem to some extent, and now I better understand Yoshi’s comment as well.
Huh. I totally missed the rule for loadouts too. That’s a great! Cheers for pointing it out. I think that totally sorts out your issue with gear flashbacks.
Thanks for the AP and comments! Great stuff.
I’m adding a “Gadgets” item line to the Leech’s character sheet, with three boxes available, to track load for those things as they pop up.
John Harper Perfect! That, along with knowing the actual rules for load, solves all my artificer related problems.
Also, Mark, I meant to tell you that you’re handling effect well. The “fractal” of Blades mechanics means you can leave out effect factoring until you’re comfortable with the other mechanics (or leave it out entirely if it doesn’t solve any problems for you in play).
John Harper I appreciate that it was easy to leave out in order to reduce the complexity of the game on a first play through. I worry that I undersold how dangerous Red Sashes should be in a one to one fight, but that can be explained by the current war with the Lampblacks. Perhaps the guys left behind at the HQ were just initiates.
The next time they face the Sashes I’ll try to bring effect in to show that fighting an opponent two tiers above you is dangerous.