I noticed that each district of Doskvol and U’Duasha has been assigned levels in four traits (Criminal Influence, Wealth, etc.). Are there rules for how these traits affect dice rolls made in the districts? If there aren’t official rules, how do you use them?
I’m thinking that a high Safety & Security level might increase the difficulty of avoiding Bluecoat patrols, for example, or a low Occult Influece might reduce the effects of a blatantly supernatural roll like summoning a demon in public.
I think of them as a suggestion guide for tiers.
I like to use them to inform decisions about how the crew will be treated. Another fun way to use them is opposed roles, wealth opposed by likestyle, security oposed by inverted wanted level, crminality opposed by either tier, wanted level or rep, that kind of thing.
Or to figure complications or events. If you role the stats for a district it can inform the current trends at the time. This allows me to give the illusion that alot if going on behind the screen with only about a single hour of prep time, with is pretty time gm wise.
Regardless like most things it’s a gm tool rather than a hard and fast rule to be litergated over.
I really, really wish there was a more specific explanation for explicit ratings of things than “use it however you want.” I didn’t need to buy a book to make it up as I go along.
Rebecca W To be honnest on my first run of blades in the dark the number of rules were overwhelming. Adding even moreB rules would just add to the complexity. But thats just me each gm has their own tastes
Luke Cartner I haven’t run a session yet, but I definitely feel like there will be a lot to remember when I do. I was a little worried about adding more complications by making extra rolls (or adjustments) based on district traits. I’ll probably run a few sessions, them decide how to use them.
Dont worry about them, focus on the crew and the score. The system is very forgiving for GMs who are learning.
I feel comfortable saying that they’re the ratings for relevant Fortune rolls. The Fortune roll is one of the most cleverly hidden-in-plain-sight “mega rules” I’ve ever seen. Do not forget it. It’s the GM’s bestest friend.
Rebecca W, I had a little of the same feeling until experience with the system and the fine folks here smacked me upside the head (in a loving, helpful way, of course :D) The reason every single detail isn’t kiln-baked into rigidity is so groups can use the (very solid) core rules and concepts to grow their own details. If everything was held to a One True Way-ism I don’t think we’d have the bazillion awesome versions of things we do.
Following the fiction is the single most important rule there is. Since John can’t know (or can he…?) each table’s fictional destiny, he made a robust, Ford-tough engine to power each group’s story. It’s up to us what paths to take.
An example of a thing I struggled with was Claims and how the book urges to that gaining them is always a path to War, while allowing a good stay at Ironhook to get you a Claim that’s not on your crew map. It drove me nuts! Then it was pointed out that if there’s a fictional hook that urges a “safer” way to gain a Claim, do it. As an example, if your crew of Bravos is at a +3 with the Dimmer Sisters there’s no reason that doing a score for them can’t net you an Arcane Obelisk (seriously, every crew should have one, trust me). The rules to take that path already exist. Once that clicked it’s been smooth sailing over ink-black seas. 🙂
Are there a few bits that could be a wee more newbie-friendly? Sure. I would argue damn near every game has those. I would also argue you’re hard-pressed to find a more helpful, experienced and creative community as well.
The first paragraph was a useful answer to the direct question, so on behalf of my shared curiosity with the OP, thanks.
I’m apparently a minority in wanting rulebooks to have rules and for questions to be answered with answers instead of being told to do whatever I think is best, which I could have done anyway without putting a question to a community.
None of this is a shot at John Harper or the BitD books as they stand, but I’ve gotten a little frustrated when people ask questions that seem to crave really direct clarification or explanation and get the syllabus from a Montessori school. John wrote traits in the districts section for a reason, and while we may not know exactly what that reason is, because it wasn’t made explicit, it doesn’t mean there isn’t one. We can ignore the reason, or bend it or break it, but for people who wanted to know what the intended reason was, the “the real game system is friendship” and “the magic of Doskvol was in your dining room table all along” wears on me sometimes.
(puts on riot helmet, covers vitals)
While reading this I can see my dungeon masters guide. Now that is called a guide not a handbook or a rulebook or manual for a reason these things are meant to help the gm run a game not dictate how that game is run. D&D is much more rules heavy than blades but regardless it realises that it cant cover everything and its job is to support the the gm not dictate to them. Thats why you get complicated answers to these questions from us, we are trying say how you could run the game not how you must run the game.
Sorry if that is too friendship is magic for you.
In terms of what John Harper intended, he often comments here so hopefully he give you his intentions dirrectly.
That was pretty unproductive spleen venting of me anyway, I apologize.
Its cool, dont worry about it people here generally are accepting of such things 🙂
The rules for what to do with district traits are on pages 34 and 35.
John Harper Thank you very much. I’ll go check them out.
John Harper Hooray, exactly what I was looking for!