Well, it took a while folks, but Band of Blades is laid out, printed, hand-folded and ready for alpha at GoPlayNorthWest this weekend.
It ate up a chunk of my life, and forced me to learn a bunch of illustrator but I couldn’t be more proud of this. Here’s a sneak peek at some #BandOfBlades stuff for all you patient fans. I hope you enjoy.
Any update on when people can get their hands on it? Looks great.
Was that map done with Hex Kit?
It’s Alpha at the moment, still a bunch of stuff left to do before anyone that’s not me or John LL can run it.
I’ll use the famous Blizzard line: It’ll be ready when it’s ready. But it’ll probably be early fall before it’s out to backers.
Jason Eley it totally was! That’s a super fun little program. We needed a map to play around with and do dev on before we hire a pro to do our final version (there’s a guy in this community doing our final version).
We changed some stuff around between first pass and final so it was a good call to not go all “Lonely Mountain hand drawn pretty” straight off the bat ^_~
Good eye.
Looking awesome!
SO COOOOL
In overall terms, things are rougher than they look. I’ll break it down, because we <3 you all and want you to fully appreciate where we're at.
Core Mechanics
Stress, Trauma, and Corruption
We shortened stress tracks for the game and that’ll have a big impact. We’ve also reduced access to Trauma. These changes impact character longevity but we need to play a lot to fully appreciate the scale.
Skills
We’re trying out a new thing with the specialist skills being multi-use powers. We need to playtest to see how it pans out. We’re also keeping an eye on the resolve skills – I believe Marshall and Discipline have enough distance from Consort or Sway to be meaningful, but playtesting will prove me right or wrong.
Harm and Recovery
Harm is higher in BoB than Blades, but we’re still tuning it and we need to evaluate the frequency and intensity of that harm. Also, there’s a new recovery system we put in for this game. This all needs to be put through its paces.
Heritages
There’re a lot of ‘micropowers’ we added through the heritage facility, and these have replaced larger action pools at the beginning of the game. We love them, but I’m sure some will get tweaked before we’re done.
Playbook Specific
Playbook Powers
We still need to make sure every power has a purpose. With seven playbooks and potentially up to two more, that’s a lot of powers that need to be assessed.
Playbook Items
All playbooks have distinct items, and there are some cool things thrown in here, but some may be darlings too dear to live.
Playbooks
Which brings us to ‘are these the seven playbooks we need in the game’? We have two more we’re thinking about adding, but that aren’t 100% in. Bandwidth and necessity will determine.
Campaign Structure
Generals
Another concept we’re adding is that of ‘Generals’, which are like playbooks you get as a player. You’ll take on the role of Commander, Marshall, or Quartermaster in-between missions, and make decisions for the legion at a higher level. Properly dividing the responsibility between those generals is important for the feel of the game. Not to mention that we’re considering adding an optional Spymaster, so that’s a wrinkle.
Chosen
Chosen are much like Crews, and have powers they grant the legion. We only have one of those right now, and we need several more.
Points
We haven’t talked much about this but your play-through will be scorable so you can see how well you did! But the system has yet to be defined.
Missions
We have a mechanism for getting special missions but we need to design like, two dozen special missions for ya’ll and assign them to the various locations.
I can’t state how awesome it is that ya’ll want to get a hold of the materials and that BoB has your attention. We just don’t want to give you all something before it’s even ready to be reviewed. If you have any specific questions about where we’re at with something or what we’re trying to do, I’m happy to answer them. As for time-lines, we think it’ll be a few months before we’re ready to move on to Beta. As you can see, it’s a lot of work.
I’ve know I’ve said this a lot through various channels, but this game looks UNBELIEVABLY hot.
I’m already brainstorming a game…
Also, holy shit are your Illustrator skills developing fast!
This looks super sweet and is one of the hacks I have been looking forward to most
It really does deserve its own ‘limited ed’ hardback printrun as a supplement. So inspirational!
I know what I’m gonna push for our next campaign ๐
Thanks for the updates, definitely looks awesome. Really intrigued by a multitude of things in this system!
This looks extremely cool. Especially interested in the Generals thing and the high level stuff.
I’ve to say that wasn`t really interested in this hack at first, but what you people are brewing really looks awesome. Seems it will well be worth the wait…
Gah. So cool. I must playtest the beta. ๐
Spymaster?! WANT INTENSIFIES!
Will you be selling this? I can’t wait to pick it up, but I’m not a backer.
So exciting…
this looks awesome.
Thank you all SO MUCH for the kind words.
Thomas Berton Let me know if you have questions.
Alfredo Tarancรณn Not every hack/game is for everyone, but we’re doing what we can to make it exciting!
Nathan Roberts actual printing is a huge hassle (warehousing, you need to print like 1000 books at once etc). So not sure if that’ll ever happen. We’ll see.
Ross Cowman Ross! Didn’t realize you were in the community ^_^ waves hi hopefully I’ll see you at GPNW.
Lex Permann yes absolutely. We’ll probably do the same deal we did with Scum & Villainy and put it up on drivethru at the same time it goes out to backers. But we’ll definitely get it to non-backers somehow.
Stras Acimovic Yeah sure! So is the idea kind of like the player’s are managing a Stars Without Number-style GM-turn, making decisions for the larger body of the army?
Could we perhaps hear what your current working list of playbooks is?
I would like the extra playbooks simply due to the fact I want MOAR AWESOME!!!11!
Thomas Berton sort of. There is an active GM in the game. Right now we have three roles (we call them the Generals). The Commander, the Marshall and the Quartermaster.
The Commander tracks how close the undead army is on you (pressure) and looks for missions, and decides which missions you’ll pass on (though there are often penalties) and which ones you’ll prioritize (play). Also when and where the Legion moves.
The Marshall decides which squad and specialists go on what missions, and keeps track of who’s wounded, which squads are ready for action etc.
The Quartermaster controls supply, and decides on campaign actions (downtimes are Legion-wide, so if Rest and Recuperation is called everyone heals a bit).
The GM does essentially enemy factions, and with some input from the Commander generates missions to present to them and runs the actual missions themselves.
Dunno if that explains it.
Lex Permann we’re got the specialists: The Heavy, Scout, Sniper, Medic, and Officer. Also Soldier and Rookie playbooks (not every mission is full up on specialists, that’s the Marshall’s decision, and if you die – which happens – you just grab a rookie or soldier playbook depending if the squad is veteran or not, and play one of the other squadmates).
There’s a chance we’ll have some non-military personel playbooks (Brandon Perkins) like the Alchemist (who are priests of the builder gods of the east, and who can Craft blackshot, set up wards etc).
And I’m not going to give anything away – but there might be a unique playbook you get for a special mission at one location too ^_~
What does your tech level look like for Gear (Blades-equivalent or less)? Have you taken a gander at The Watch, a similar-on-the-surface game that uses Night Witches as its jumping off point?
And what ideas are you chewing on for Crew type analogues?
Tech has got less spirit oil and steampunk, but roughly blades-ish.
Also, I have and this is nothing like it. For one the focus is on the missions and larger overall strategy, and you may play many chars over the campaign. The only true constant is the Legion.
Rotating cast like that is an interesting niche I don’t see explored often, especially in a storygame space. Can’t wait to buy this!
I forget, are any other upcoming hacks yours as well?
Lex: Scum and Villainy (already out) and Throne of the Void (a while in the future).
Amazing. I love love love when games manage to blend the two scopes of individuals trying to survive and the whole host to which they belong.
This keeps looking cooler and cooler. Can’t wait!!
Oh that’s cool, I’ve been using a roles thing for Final Frontier – though the system I wrote is in its infancy. Stunningly similar though, down to the duties of each essential role… And probably where the similarity ends. But yea, my design called for Commander, Tactical, and Engineering. and 4th role was variable/optional (usually my groups added Medical/Science). Anyways, i hope to hear more dev updates like this, as I will likely be following very closely in your footsteps
Good luck at GPNW! I’m sure you’ll rock it, judging by the hype during the S&V show
That all sounds very cool Stras. I’m getting a very strong XCOM vibe, which is awesome.
Killing it.
Love to see this in my friendly Local Gaming Store. That is where I found BitD and I’m sure others would like it to.
This sounds really cool guys. Good luck with the rest of development. Let us know how it goes.
I really love the use of clocks to represent XP tracks! I suspect that will be more intuitive to new players than boxes to fill in.
Looks amazing
Oh my.
I hadn’t realized how ambitious this one was going to be! It looks like you’re making a bunch of major changes, and I absolutely love that you’re finding Blades so versatile and changing it so much.
Kudos for all the hard work. Am very very patient ๐ But looking forward to seeing what you’ve got cooking for us… ๐
This looks and sounds fantastic. I have a few friends that would absolutely go bananas for this, so I’ll definitely be keeping tabs on the release. ๐
Do we have any updates regarding this hack?
I ran it last night for some folks for Halloween ๐ It was my spooky/scary game for the night. So it’s being tweaked and tested. Playable at the moment, just needs a bit of polish and a bit more info so someone other than me can run it.
I’m in the middle of laying out the final S&V version so once that’s done I’d expect a BoB release. ๐
YEAH! Ahem. SWEET! Wait. This is acceptable. D’OH!