Pedro Pablo Calvo posted a link to how Fate deals with players feeling their characters are incompetent, and how to…

Pedro Pablo Calvo posted a link to how Fate deals with players feeling their characters are incompetent, and how to…

Pedro Pablo Calvo posted a link to how Fate deals with players feeling their characters are incompetent, and how to counter that.

https://fate-srd.com/fate-core/what-do-during-play#making-failure-awesome

As I understand it, the bottom line of this advice is that character skill is constant, and the roll represents circumstances beyond their control.

If that’s in the spirit of the game, why have the player roll for the world? If the character is not the variable, but the world is, shouldn’t the GM roll that?

That also means, thematically, that assistance and group actions and devil bargains and all the rest are not affecting the character, but instead affecting the world around the character (whose performance is standard.)

This changes how I would discuss the game mechanics with players. “Your dice rolls are not about you, they are random because they represent how effectively the world (fate, luck, context) conspires to thwart you.”

https://fate-srd.com/fate-core/what-do-during-play#making-failure-awesome

EDIT: A reread of the Ritual section answered my own question for me.

EDIT: A reread of the Ritual section answered my own question for me.

EDIT: A reread of the Ritual section answered my own question for me. Lesson to learn here, memory is a terriable thing to go by.

The Whisper ability Ritual only allows one Ritual to be learned, correct? If this is the case, can a Whisper take it multiple times? If they ‘can’ take it multiple time, do the subsequent takings of Ritual count as Veteran slots?

So I’ve read through version 6 and now 7.1 of the rules and I think it’s a great system.

So I’ve read through version 6 and now 7.1 of the rules and I think it’s a great system.

So I’ve read through version 6 and now 7.1 of the rules and I think it’s a great system. I’ve pitched it to my gaming group who are on-board with the premise. However, I’m currently travelling round the world and so have a few months before we’ll be able to start. I want to use this time to prepare so that I’m ready to get started as soon as I get back.

I guess my question is, other than having a good knowledge of the rules and the factions, what else can I do to prepare?

I’ve seen the quick start has an opening scenario and how to kick it off. Do most people use that when starting a new campaign?

And how much do people plan ahead? I’ve seen suggestions that you don’t plan anything in advance and just go from what the players give you in-game, but as a new-ish GM, this makes me a little nervous as I would like the campaign to have some narrative through-line to help drive the action forward. Other than NPC and faction clocks, what do other people do?

Thanks in advance for any help.

(Also, I hope this is the right section of the forum for this type of question. If not, can someone let me know where to move it to please.)

I see the influences of PBTA for how task resolution is handled, but my question is in relation to “fighting”.

I see the influences of PBTA for how task resolution is handled, but my question is in relation to “fighting”.

I see the influences of PBTA for how task resolution is handled, but my question is in relation to “fighting”. Since NPCs don’t have stats or anything like that, how would you, the GM, handle a more extended fight? Using a clock? One hit for mooks, 4-piece for a tough guy, 6-piece for a real tough guy, 8-piece for a boss?

Been really enjoying the system and how it works…I can’t wait to really start a session with it.

After reading the great comic series ‘Black Powder Red Earth’ I was inspired to try a modern day hack.

After reading the great comic series ‘Black Powder Red Earth’ I was inspired to try a modern day hack.

After reading the great comic series ‘Black Powder Red Earth’ I was inspired to try a modern day hack.

In a nutshell, the player characters would be members of a PMC tasked with assessing and neutralising terrorist networks on behalf of their client. Think modern day Special Forces.

I originally thought about using The Regiment hack of Apocalypse World but I felt that the gang and progress mechanics of BitD added much needed depth.

The planning mechanic/gold/rep/heat/stress all fit the theme very well but I wondered what your thoughts are?

Is this something people would be interested in? Any advise for a newbie hacker?

Many thanks ☺

I ran 6 hours of Blades in the Dark today.

I ran 6 hours of Blades in the Dark today.

I ran 6 hours of Blades in the Dark today. The first session was for 4 people. One had played at my Blades in the Dark game before at a game day. Two were experienced players who never played Blades in the Dark. One was a board gamer trying out role playing games.

We had a good time. I got my players in three waves, so that complicated character generation, but we took the time and worked it out. Then I walked them through the gang questions and gave them my abbreviated rules summary, and we got started.

After the heist, during the lunch break, I talked to one of the experienced gamers who was new to this game. She said the premise made them sound like cool characters, as did the special abilities, but she found it frustrating (echoing the frustration of the table) how difficult it was to get successes without feeling hobbled by the complications. It felt like the characters just weren’t good at their jobs.

OKAY, the LAST thing I need is to get clobbered with the discussion of “we like it dirty and hard and our characters screwed up bad and the game is pointless without constant complications” line of reasoning. I’ve heard it over and over and I know it by heart. I can say that I soft-pedal the game with new people and one shots and STILL get consistent feedback that while they like the game overall, new players often struggle at the incompetence of their characters.

I will also note I allowed them to get all the bonus dice they paid for, instead of limiting it to just one. If they got support from another character’s stress, and also a devil’s bargain, and also spent stress for a die, I let them have all three. And I offered devil’s bargains that weren’t absolutely wrenching all the time. And the new players were still struggling with the sense that their characters were incompetent. It’s easy for four dice to come up with a high number of 2. And no, I could not care less for your statistical projections–this is how it plays out, on a frequent basis, whether it should or not.

PLEASE DON’T ARGUE WITH MY PLAYERS’ FEEDBACK BY PROXY. I am not them and I’ve already had every flavor of this conversation I care to. If you disagree with them it’s fine to note that in the privacy of your head and move on. The game isn’t going to change, so you will get it the way you like it.

ANYWAY.

The players had so much fun all four came back for the afternoon session, plus a new one. One of my players enthusiastically took on the task of helping the new guy make a character. We picked up where we left off, turning a complication on an acquisition flashback roll (protect a vendor’s daughter, some guy is stalking her) into the focus for the heist.

After that, we did another heist inspired by previous events of the day. They spun one heist into 3 separate parts of the plan, and I dialed the scope way out so we used a combination of rolls, expenditures of stress, snips of conversation, and delegation to gangs to take care of business up to the climactic final step. We were totally outside the heist/down time structure.

Part of the reason for this was because we were playing gangs instead of making a crew. So, downtime basically clears injuries and stress and hurls them back into action.

They tried out 3 of the gang types, and all 3 underbosses, but stuck with the same gang of aristocratic rooks because they loved Rusty and his ne’er do wells and were reluctant to give them up.

And the goat humor. So much goat humor. In part because one character set a wagon on fire and rolled it down the hill, crushing a blue coat and smashing the finest Red Sash carriage, setting the hindquarters of two of the regal goats on fire, so they went berserk. In a previous heist I invented “goat-amp” which is smelling salts for goats, administered at the end of a stick to prevent immediate death from startled and angry goat. The gang of rooks experimented with drinking some flakes in wine and were sick for a week.

As they were escaping the flaming wagon heist, one of the players offered a devil’s bargain; if there is a complication, it will be related to a flaming goat. The player took that bargain, attempting to escape the bluecoats. So, according to a flashback, they hired an organ grinder to put fireworks in his rig so he could stage a distraction as they were escaping. The noise triggered the goat’s fighting instinct where it hid in the alley, and it rushed out, singed hindquarters and all, and leaped at the character (who resisted getting hit.) The goat fell into the canal and made hysterical noises, however briefly, as they escaped.

My players had a good time visiting the city and playing with the flashbacks and flavor of the game. It was a great experience overall, and I think they’ll think of Blades in the Dark as a fun game in the future. I got to do some experimental things structure wise (unfurling a 3 part adventure over the course of just over an hour is pretty intense if you drive the pace as the players try to reach consensus on next steps while managing different agendas and capacities.)

Blades in the Dark is still great!

I am running two sessions of Blades in the Dark for strangers at a game day in Kansas City tomorrow.

I am running two sessions of Blades in the Dark for strangers at a game day in Kansas City tomorrow.

I am running two sessions of Blades in the Dark for strangers at a game day in Kansas City tomorrow.

I’ll be running gangs instead of crews.

https://docs.google.com/document/d/1QtJxtygvG33wWTfUt14Z10RxHUIkVbAICznRwwHwt3Y/edit?usp=sharing

I will take candy. Then they will play in my games and be my friends.

Quickie: Bodies must be destroyed in electroplasm to prevent spirit release, but what happens if the corpse is…

Quickie: Bodies must be destroyed in electroplasm to prevent spirit release, but what happens if the corpse is…

Quickie: Bodies must be destroyed in electroplasm to prevent spirit release, but what happens if the corpse is irrecoverably burnt in a normal fire?

Again something that has probably been asked already:

Again something that has probably been asked already:

Again something that has probably been asked already:

Is there an endgame in BitD? How does it look like? I understand this is different for every group but what are generally some of the conditions that can indicate a game is over? Are these mechanical (tier, wanted level, crew XP, etc.) or rather narrative?

Also maybe related: can you break the game? E.g., a crew of cultists burn down Doskvol in anticipation of their Cthulhulian god appearing. However they fuck up, burn down 90% of the city and no celestial overlord appears. Society collapses and the city, as described in the materials, is largely lost. Such a scenario sounds awesome but is that considered breaking the game? What is?

Sorry about the super specific and odd questions. I just like to think about “what if” scenarios sometimes.