John Harper post about Bad Engagment Rolls made me about how to use them.

John Harper post about Bad Engagment Rolls made me about how to use them.

John Harper post about Bad Engagment Rolls made me about how to use them. 

In the rules, they’re meant to be used as something proactive by the opposition, but sometimes I used them to introduce some unforeseen hypercomplication introduced during the score.

Example:

One of the Red Sashes you murdered was the son of a highly influential Iruvian noble: now it’s looking for revenge.

What do you guys think? Too harsh? Unfair? Not the “right” way to do it? 

Teamwork vs. The Bad Engagement Roll

Teamwork vs. The Bad Engagement Roll

Teamwork vs. The Bad Engagement Roll

Here’s a thing I just added to the text. It’s similar to something we used to do long ago in the early days of the alpha playtest, which I recently remembered. I think it still works given the current rules, but I’m interested to hear your thoughts.

(From the Engagement Roll section:)

TAKE ONE FOR THE TEAM

If the engagement roll goes badly, you might be able to use a teamwork maneuver (Protect) to deal with the problem by yourself while the rest of the crew avoids the trouble, depending on the situation at hand. For details, see page 42.

(From the Teamwork section:)

PROTECT

You step in to face a consequence that one of your teammates would otherwise face. You suffer it or roll to resist the consequence instead of them. Describe how you intervene.

You might also use the protect maneuver when an engagement roll goes badly. If the opposition turns the tables on the crew and ambushes you when you infiltrate the manor, your character can protect the team and deal with the bad outcome by yourself while the rest of the crew avoids that trouble.

————

I wonder if this takes the bite out of a bad engagement roll or not. It makes them less painful for the crew in general, but much worse for one individual (which might not be a bad thing). But I’m not 100% sure.

So, we played and two of my players aren’t fans.

So, we played and two of my players aren’t fans.

So, we played and two of my players aren’t fans. Some of that is my fault as I probably made consequences too harsh. The other complaint was that you rarely succeed without a consequence. As a GM, I love it.

Anyway, one sticking point was what’s considered a “tough challenge”. Any advice would be appreciated.

The campaign is concluded!

The campaign is concluded!

The campaign is concluded! We decided upon an unorthodox way of finishing things and while it did not work perfectly in my opinion, it created some interesting results. We decided to use Fiasco to create an aftermath for the campaign. These were the rules I came up with on the spot (that didn’t work):

– Every time you get a 1-3, take a black die.

– Every time you get a 6, take a white die.

– Only the leader of a group action takes the die.

– You can take a Devil’s Bargain to just take a black die.

So, to provide some background: the Dark Roots have been pottering around Duskwall for about six months now, during which time a revolution has been brewing among the working classes and especially the Skovlanders. But different factions are divided between a fearsome brute called Ulf Ironborn and an apparent moderate called Brynna Skyrkallan, the charismatic head of the Skovlan Consulate. 

However, after making a Ghost Contract with Ulf Ironborn to bring Brynna Skyrkallan’s head to him, the Spider found out Brynna wasn’t a moderate after all. Some fast-talking and thirty flintlocks found the Dark Roots aboard The Blooded, a refurbished Leviathan Hunter vessel. Once they were out at sea, she revealed her intentions. Together with an expert on Leviathans and a former Leviathan Hunter Whisper, she was going to bind a Leviathan, take it back to Duskwall and use its power to exterminate the nobility.

We opened up on the first part of the plan, the commandering of a crew of Leviathan Hunters. Brynna’s plan was to talk them into joining her cause, but first she wanted the crew to plant bombs on their ship as insurance. So, they rowed out there to do just that, rolling a Crit on their Engagement Roll, so there was no one deck when they arrived. Flashing back to creating these alchemically-based but supernaturally-triggered explosives, unfortunately the latter did not go so well, so once they began to placement the Whisper noticed the presence of another below deck and it had noticed something as well.

So, they continue, but soon hear the hatch on the deck of the ship open with a thud and…boom, the Whisper on the ship accidentally triggers the explosive, sending the crew flying into the inksea. In this chaos and danger, our Whisper hears the eldritch screams of the Crawling Chaos inside its mind, offering it protection. The Whisper accepts, so the Deep Ones rise. They pull the Spider beneath the water while the Cutter tries to climb onto the Leviathan Hunter vessel and the Leech flees.

Wulf, the Cutter stares down the Whisper only to find a Leviathan Hunter’s electric sword slashing across his chest having blinked up from the deck below. They engage in a fierce contest reflecting an earlier climactic fight in the series, Wulf’s blood boiling with the rage essence vial, seeing the face of the Akorosi Captain who ordered his village burned in the Unity War. 

Meanwhile, the Spider begins to pull himself free from the Deep Ones, the Leech continues to flee and with the aid of the Deep Ones, the Whisper swims back toward the Blooded, brimming with the power of the Crawling Chaos. The Spider begins to climb the side of the Leviathan Hunter with Deep Ones close behind, only to find one slipped ahead of him in a fierce conflict with the Whisper who attacks it with spirits. The Spider unleashes a palm pistol shot which distracts the Deep One and allows the spirits to possess it, before turning on the Spider, grabbing him and bringing its fish-like mouth dripping with ichor to his as the spirits seek to travel.

Then we did aftermath. Wulf and Diablo, the Spider, rolled the most, so they got the most dice, so they got the highest results. Although to be honest, they also rolled a preposterous amount of 6s. Meanwhile, the Leech rolled a few and ended up with an average result while the Whisper only rolled twice in the whole game and got the second to worst result.

In retrospect, I would have likely taken a more Fiasco format for the final session with the rules of Blades in the Dark but a scene-like structure.

In any case, the aftermath painted a tale of Vizard, the Leech, managing to get back to Duskwall alive and with the Dark Roots mostly intact. 

Diablo, with a considerably better result, began by having his Ghost Contract power further imbued by the spirits, its magicks fighting off possession, before he got his arm chopped off. Eventually he got back to Duskwall, lead the Dark Roots from victory after victory, ultimately conquering the Crow’s Foot, then renamed the Dark Root.

Wulf, with the best result, was immediately impaled through the chest by a Leviathan Hunter sword, only for his death in battle to be honoured by Fenris. Imbued by the power of his God, Wulf’s dying moments were of great power and violence, slaying most of the crew of the Leviathan Hunter ship before he fell. After that, he was made a vanguard angel of his God, guiding the Skovland people toward reconstruction after the Unity War.

Finally, with the worst result, Shadow’s one white die lead it back to the Blooded, to destroy the 100 gallons of whisper blood on board necessary for the Leviathan Binding ritual before slaughtering most of the people on board including Lord Scurlock, the man who had kept it as a bloodslave for years. Then, the Deep Ones took Shadow below the waters. Made the Avatar of the Crawling Chaos, Shadow would rise again eventually, but it was not yet the moment.

We adored our time with Blades in the Dark from the first version we played to the last. Thanks to John Harper for creating such a great game. I’m sure we’ll come back one day to fight over the Dark Root again, hoping that it isn’t yet time for the Avatar to rise.

Anyone played with the Cult Crew sheet?

Anyone played with the Cult Crew sheet?

Anyone played with the Cult Crew sheet?

The gang have uncovered the ‘unbroken sun’ an ancient level of worship that seeks to burn away institutionalised dogma and allow folks to make up their own minds in the light of the sun’s dismal rays.

I’m keen to work with the transition, as Drav the hound (now nicknamed the Scion after his encounter with the unbroken deity) is drawing the other two into his evangelical world.

I really like the cult crew sheet’s differences to a more conventional gang of scoundrels. I’m thinking of appropriating some more imagery from the lies of Locke Lamora. But what of reconciling scoundrel behaviour with cult like behaviour? Is it inevitable that the cult is an unsavoury one due to its unlawful activities and larceny?

We will be live Tuesday at 6:30pm PST for the start of a Blades in the Dark campaign on twitch.tv/friendlyfiretv.

We will be live Tuesday at 6:30pm PST for the start of a Blades in the Dark campaign on twitch.tv/friendlyfiretv.

We will be live Tuesday at 6:30pm PST for the start of a Blades in the Dark campaign on twitch.tv/friendlyfiretv. Myself and one of my players will be doing a rules/system discussion to kick things off, then first sessions will be next Tuesday same time, same place. We would love to have you tune in. 🙂

I’ve just read v6 of the quickstart rules.

I’ve just read v6 of the quickstart rules.

I’ve just read v6 of the quickstart rules.

Dude.

DUDE.

This looks amazing in every way. So much work went into the rules, the atmosphere, the background details, the accessibility of all of that info – I’m so glad I invested in the Kickstarter, looking forward for the full version.

#BladesAgainstDarkness  Playable Alpha

#BladesAgainstDarkness  Playable Alpha

#BladesAgainstDarkness  Playable Alpha

Here it is. Try it out. Tell me how it goes. There’s lots of work left to be done, but I’m excited to get it in your hands. 

I would remind anyone that this is a playable alpha . There are going to be changes and many things are still, very much, a work in progress. 

That being said, I believe there is enough here for you to play the game, even if you have to fill some bits on your own. 

I would love to hear how this goes for you, any questions you might have or comments. 

Good luck adventurers!

Still to come:

Additional Crew Sheets

Artwork and Maps

Life-paths for the various peoples

Special Permissions and worked examples

Agartha Zones Encounters

Advanced Dungeon Design and Delving

https://drive.google.com/file/d/0B4bjxjnr2p_INmVYQVN6emMzR1E/view?usp=sharing

Those living outside the energy fences that protect Doskvol have other ways of refining the Ghost Field into plasm.

Those living outside the energy fences that protect Doskvol have other ways of refining the Ghost Field into plasm.

Those living outside the energy fences that protect Doskvol have other ways of refining the Ghost Field into plasm.

http://www.triplepundit.com/2016/03/harvesting-water-fog-solution-water-scarcity/

The system of panels was first designed by a close-knit cadre of rail jacks that all retired at the same time for undisclosed reasons. They used the energy harvested by the panels to protect their settlement through arc cannons mounted on the fortification rooftop, and interior “flashpoints” that could be activated to discorporate electroplasmic intruders.

The river runs the mill, the mill runs the shuttles, and the jacks protect the secrets of what is woven into the panels to make their condensing effect work. 

The operation has since expanded to cover a mine site. Caravans have taken to stopping at Millpoint to purchase collapsible screens for exorbitant prices. 

Word is the Vice Admiral is buying, bartering, or stealing all the screens he can get. He’s got something big planned for the Deathlands; his family has researched sites for generations, and the entire family fortune was spent on expeditions and scholarship before Delrak got his appointment and started rebuilding their wealth.

Everyone who is in the know understands that he is part of the Angelfish Collective, a thinly veiled society of revolutionaries. He is also getting more and more enemies in the Deathlands who wish him harm, but cannot reach him where he is protected in the city.

There is also a small but distressing number of people that have disappeared or been murdered after finding out more about his plan for the sails and the Deathlands.

Now he wants to hire your crew. For something innocent enough, on its own. To see if you can work together well. If you can be trusted.

http://www.triplepundit.com/2016/03/harvesting-water-fog-solution-water-scarcity