So, what is the craziest thing any of you have seen a crew do in your games.

So, what is the craziest thing any of you have seen a crew do in your games.

So, what is the craziest thing any of you have seen a crew do in your games. For me it was when in the game I was running the crew was thinking of what to do to go up to tier 1. In the end they decided on a daring raid into the heart of the lair of their deadly enemies the Red Sashes…  To steal Mylera Klev’s underwear.

In what is now known as the most epic panty raid of all time  they had their whisper summon the poltergeist of a 12 year old boy to help them (because really what other ghost is going to answer this kind of call?) in the end there was a fight with the second in command (our cutters old instructor) the ghost setting fire to the room with all the Sashes gunpowder, and a hurried escape on their boat as Mylera returned from a meeting with another gang swearing vengeance and becoming our cutter’s newest crush. Oh and they also took her art collection, but it was mostly an afterthought.

I’m kind of scared what’s going to happen when I reboot my campaign in a week or two.

I have both of the Dockers factions in my GM notes, and they are just sitting there.

I have both of the Dockers factions in my GM notes, and they are just sitting there.

I have both of the Dockers factions in my GM notes, and they are just sitting there. I have no clue what to do with them. I want to give them a progress clock but I have noooooo clue what they want to do. What do Dockers want? What do their bosses want?

hi, an good good game. First sorry to my bad english. My question is:

hi, an good good game. First sorry to my bad english. My question is:

hi, an good good game. First sorry to my bad english. My question is:

Imagine that a player enters a room and triggers a trap, a gun for example.

The character must roll to resist the harm or you could use a desperate move to avoid the shot ?

Hey all, couple of quick setting questions (apologies if these have been answered somewhere else already).

Hey all, couple of quick setting questions (apologies if these have been answered somewhere else already).

Hey all, couple of quick setting questions (apologies if these have been answered somewhere else already).

1. Exactly how long ago did the Cataclysm happen?

2. It’s implied (or possibly explicitly stated and I just missed it) by the text that the Emperor is still around. If so, where is he? In Duskwall itself or somewhere else? Is he still active, or is it like the Emperor in Warhammer 40K, where he’s basically a corpse being kept alive by machines & such?

Session 5 of the Luddites playtest game. The AP report is below.

Session 5 of the Luddites playtest game. The AP report is below.

Session 5 of the Luddites playtest game. The AP report is below.

Playtest comments

* The new Assist action works well. We like that.

* The score generation tables are excellent, the claim ones slightly less so. Scores are easy to come up with, especially when combined with the Concept Cards I use for locations and characters. That’s all really bringing Duskwall to life.

* The rumours/background events rolls are also fun.

* I was told (rightly) that my selection of Actions to roll is uneven. The only place they’re described is in the chargen summary page. There’s a lot of white space on Player handout 1. Could you fit the half-column of Action descriptions on the player handout?

* High-stress characters in downtime are in a quandary. Indulging their vice may only clear a few stress points, leaving them prone to stressing out early in the next score. What they’d like to do is get the “out of action from trauma” out of the way in downtime, perhaps losing downtime actions as a cost. The few players with trauma zero characters really felt this, as playing to trauma is a good way to gain XP.

* What’s the timing between the crew rolling for benefits from claims and changes in Heat (both gaining Heat from scores and taking downtime actions to reduce Heat)? The benefits for some claims (e.g. the crew’s new gambling den) is affected by current Heat.

* I’m not a fan of the current Show of Force entanglement. As written, it seems to have a much higher cost to the Crew than the other entanglements, especially the drop in tier and loss of downtime actions for going to war.

AP summary report

After last session, the gang had their eyes on taking over the dog-baiting Claim from the Red Sashes. This would be enough to give the gang Tier 2, and also drop the Red Sashes down to Tier 1, ending the gang war for the while. Echo’s investigations last session had revealed that Ruby, the Skovlan patriarch running the dog-baiting ring, was keen to get out from Red Sashes control as well. She also found out she was a follower of the Forgotten Gods. The Lord and The Man (Cutter/leader and Slide respectively) met Ruby to discuss terms. Ruby said he’d happily pay for the Luddites “protection,” but would need something to stop the Red Sashes exacting revenge. The Luddites could either repel the Red Sashes directly, or get a holy statue for Ruby to give him the spiritual protection to hold them off himself. The Luddites went for the holy statue, which was seized booty in the vaults of a local Church of the Ecstasy of the Flesh.

Meanwhile, Lomond, a soldier who served with Flint (the Hound) in Iruvia, was dealing with some fallout from an assassination he’d done. He needed transport from the temporary safe house he was in to a particular cargo train leaving Gaddoc rail station.

Two simultaneous jobs! One claim seizure, one score. I did the two jobs in parallel, cutting from one to the other typically after each decision point; this gave the players time to think about what they were doing next. Interestingly, the people without Prowl had to sneak into the church during a service, while the people without Sway had to talk their way into Goddoc station freight terminal.

Both jobs went off quite smoothly. A couple of highlights:

The Lord, left to watch the escape route in the church, giving in to temptation and joining the service. When The Man and Echo emerged from the crypt with the aurora-shaped stone sculpture, they saw The Lord, half-naked, tied in front of the altar, being whipped into ecstasy [Over-indulging Vice outside of downtime. It was fun, so I allowed it]. When the Luddites’ cohort of killers went to capture him, their savage nature meant the Church are now out for revenge for the deaths [Gang trouble entanglement].

At Goddoc station, Shadowrunner (the Whisper) got rid of the interfering Eel members by just shoving money at them, while Duck was taken in for questioning by the Bluecoats. Duck (the Leech) broke under interrogation [Interrogation entanglement, resisted, took stress to flip over to trauma]. He knows he told the Bluecoats something, but has no idea what.

The extra entanglement from Lord’s overindulgence was an offer from a powerful demon: an artist, patronised by a leviathan hunter captain, was painting pictures of power. The demon wants the artist killed and the pictures destroyed, but can’t do it directly because of the captain’s effective wards. If they do it, the demon will serve them for a week and a day. The “killing” part of the deal led to debate in the crew, what with Shadowrunner’s aversion to killing (“Soft” trauma). The players are looking forward to how that internal conflict makes life interesting.

Next session, they’re off to infiltrate a high-class masked ball with lots of the great and the good in attendance. Should be fun!

So how do PCs go about forging documents themselves? Which action should they roll? Finesse? Study? Fortune roll?

So how do PCs go about forging documents themselves? Which action should they roll? Finesse? Study? Fortune roll?

So how do PCs go about forging documents themselves? Which action should they roll? Finesse? Study? Fortune roll?

Is any playbook especially good at it or is it an unfilled niche?

Some world-buildy thoughts on the Church of the Ecstasy of the Flesh.

Some world-buildy thoughts on the Church of the Ecstasy of the Flesh.

Some world-buildy thoughts on the Church of the Ecstasy of the Flesh.

My PC gang has managed to get on the bad side of the Church, so I thought I should know a bit more about them.

tl;dr: yoga, some drugs, no orgies, big on big families.

They’re a mystery cult, which implies lots of small groups led by individual holy people. On the other hand, it’s a large scale organised state religion, which implies something much more formal and regimented. It also needs to support the “standard social goods” that keep societies ticking over, such as supporting long-term stable (monogamous?) relationships, care of children, and obeying the established power structures.

What springs to mind is something like Tantric practice, where the emphasis is on bringing the “godhead” into the human and personal. As this life is the only one people have, the Church will encourage people to live healthily, exercise, eat well, and all that. I can see people finding enlightenment through meditation and yoga-like practices, or ecstasy through intense physical activity like the whirling dervishes or even ravers.

Church services will probably involve short-acting narcotics or hallucinogens, because that’s the first thing I thought of when describing a service. It needs to be something that most people can do without huge amounts of effort, which keeps the ecstasy-through-exercise limited to a small number of devotees. The idea of huge hedonistic orgies is superficially fitting, but I think too much of that would undermine the social cohesion function of the default church (but it’s definitely something that happens in some of the non-denominational churches).

The Cataclysm means people can’t achieve immortality through mystical means. That means the old saying that “you achieve immortality through your children” is just about the only way people can live after their death. I think the Church will encourage large families and people caring well for their children.

I’m not sure what the Church will think about the undead. On the one hand, it’s a very obvious form of immortality. On the other, it’s against all the teachings of living your one life well.

Anyway, that’s my first few thoughts. What does anyone else think?

Love the new rules, especialy the spider, ext’ ext’

Love the new rules, especialy the spider, ext’ ext’

Love the new rules, especialy the spider, ext’ ext’

now, I have a few ghostly questions:

1. if somone dies horribly and switch to the ghost playbook (expecting to rain vengeance upon his enemis) can he keep his special abilities from the previous playbook?

2. if he can’t, isn’t it better to let him pick one of his abilities to keep?

3. how the heck ghostly downtime soppose to work? sure, undeath is gloomy, but wouldn’t the otherwordly dread prevent our dear deceased from interacting with any living creature? including the other PCs? (or maybe they can go to zombie bars? demon dens? arcane markets?)

and one unrelated question: GMs, do you have good exemples for insight resistance rolls your players had to make? I can’t seem to find good uses for the attribute.

[add on] I’ve been pondering a random action generator for ongoing campaigns.

[add on] I’ve been pondering a random action generator for ongoing campaigns.

[add on] I’ve been pondering a random action generator for ongoing campaigns. Certainly a new gang will make allies and enemies with factions through their deeds, but sometimes you need the factions to be active and don’t have a clear idea what they would be doing. I see it as a list of possible activities, and a a list of which faction is responsible. Possibly with another list of complications…