I’m GMing this for the first time on the 29th.
I have a Smuggler Crew of 2x Whispers, a Spider and a Lurk (Daredevil)
I’m a little nervous because this is such a sideways step from anything I have previously run. I’m concerned about under-stressing and over-stressing. I get the feeling there is a Goldilocks level of stress/consequences.
Does anyone have any good advice for a first-timer?
Follow the fiction and ask questions. Find out what the players are thinking and what they want. Have discussions as to the way your group sees things, both in the mechanics (does your table think you can fully resist consequences with one roll? Is it case-by-case?) and setting (what are the effects of drinking electroplasm?). The GM rules and advice are top-shelf and I‘d look those over again, assuming you have.
When I think of what consequences to bring into play, I don’t really sweat over-stressing or under-stressing, I just go with my gut as to the fictionally appropriate consequences. Things seem to just flow. It’s when you approach things from a rules perspective first that I find things get weird. If you later feel you made a bad call, discuss it or change it. I wouldn’t second guess myself at every turn but don’t get tangled up in the concerns of doing things wrong.
I have no issue involving the players and you’re not being a “lazy GM” if you do so. Your players will be a big help and their feedback and ideas will help you set the tone. Do the same for them and explain why you feel a thing should be a certain way. There’s nothing wrong with some world-building and rule adjustments during play. You’ll find your sweet spot and things will run smoother and smoother.
The above is pretty broad so if there’s a more focused answer you’re looking for, please share more of what you’re thinking. If we don’t hear from you before then, good luck and have fun!
Thank you. I suspect that so much will rely on the table finding a level. One player has already indicated his Lurk is in the Errol Flynn mould (Daring Rogue). So I sense that he will be more inclined to have resistance avoid consequences in return for stress instead of paying stress plus reduced consequences.
One area I am struggling with is that scores are supposed to be against someone (who then gets marked down on faction chart). My group are smugglers. Who do they offend?
Offending the Fog Hounds as competition is an option. Likewise, offending the Crows if they don’t pay ‘tax’ but that feels about it.
Currently, my game starts with my Hounds finding the Eye of Kotar in the Deathlands and then the crew looking to move it to the Centralia Club in Six Towers (to the Circle of Flame).
I’m going to let them look at a map and plan their route from Barrowcleft to Six Towers and then seeing who they upset on the way. (I’ve put Ulf Ironborn in Barrowcleft because I can’t see him elsewhere).
Regardless of route, I’m sure they can be stopped by Bluecoats and possibly run into an anti-Skov riot as obstacles plus any others.
I have a mental image of my Daring Rogue duelling a Red Sash atop a river barge.
This is on the right track?
They can anger a lot of people! Duskwall is a pressure cooked hive of scum and villainy, after all. What factions interest you? It seems that the occult is a touchstone as you have two Whispers. What are their faction ratings now?
The most obvious trouble might come from the Circle’s listed enemies, the Hive and Silver Nails. Or maybe Bazso Baz (the leader of the Lampblacks) wants the Eye for the Empty Vessel (the cult he’s a part of). Or a demon (Setarra is interesting, especially depending on how the Whispers relate to it) wants it, possibly because they lost their eye and need this one. If you really hate your players (joke), sic Lord Scurlock upon them. A Desperate position on the Engagement roll might open the score with the vampire landing on their vessel!
Obstacles could be Bluecoat patrols, congested streets/canals, riots…anything. Once you start a thing rolling, my experience has found that stuff just dominoes and before you know it, amazing stuff has happened. I have had SO many moments where I leave the table coming down from an adrenaline high thinking, “What the HELL just happened?!”, but in a wonderful way. 🙂
Also, remember that you don’t have to sweat being too harsh, such as the example of having Lord Scurlock appear in scene one. Yes, that’s an incredibly tough obstacle to deal with (it’s the equivalent of having Darth Vader attack sleeping Ewoks) but one flashback and you can defang (zing!) the threat through a clever idea. So, don’t forget to remind the players what they can do through flashbacks.
If they struggle with a moment and can’t think of a thing to do, hop in. You might have ideas that are logical to the character but elude the player. This isn’t playing their character, it’s helping. You obviously want to follow their lead first and not force a thing on them, but do help out. This isn’t a “One True Way”, obviously. It’s just worked beautifully in our games and has helped.
The inverse is true in them helping you. Their ideas not only save your creative juices, they can hint at how they see things and what they like. Coupled with your helping them, the experience is truly shared and it goes from “their characters” in “your world” to “our game”. It’s friggin’ awesome!
Oh, a little side note about the tax to the Crows. Unless the crew is somehow based in Crow’s Foot, they don’t need to pay a tax, assuming you’re thinking of the tax to a ward boss. However, a neat Devil’s Bargain would be that their route moves through Crow’s Foot, the Crows learn of it and later (or mid-score!) demand Coin as a toll. How does the crew deal with it? Do they pay it (if done during a score that Coin takes up a precious load slot, too), make a deal or simply say, “Thank you, but kindly fuck and off”?
Anyway, I feel as if I am rambling (which I am). 😀 Feel free to keep the conversation going. I’m not a Blades expert but I am fond of paying forward the advice and experience others have shared which has helped my games.
Oh! Dueling on top of a moving vehicle? Yeah, do that. Always do that.