Hello everyone, I need some help.

Hello everyone, I need some help.

Hello everyone, I need some help. I am heading to college in the fall and I want to start my own DnD group to play games like blades (Mostly blades to be honest I freaking love this game). I have been in a group for about a year now and I’ve gotten to see cool characters and storylines, descriptions and imagery and it has been a great time; but they’re stopping the group. Or at least, they are no longer going to play with me. For the group I make in college, I really want to be a good DM, but I don’t have a lot of tips in my arsenal. I want to make worlds and characters just as creatively as I have seen and give the same joy I felt the first time I played DnD to others. DnD launched my artistic abilities to be what they are now. It is the reason I will be an art minor. If any of you have tips about how to be a good DM, or how to setup a great campaign, I would be so so so grateful. Thank you. 🙂

Noob question: when tracking position in a score, how often does shifting then independently of rolls come up?

Noob question: when tracking position in a score, how often does shifting then independently of rolls come up?

Noob question: when tracking position in a score, how often does shifting then independently of rolls come up? In other words, once a base position is set, is shifting it in the hands of the GM (based on consequences of rolls) or players (based on Devil’s Bargains or trading for effect), or is GM fiat still something to consider?

This probably seems like a really silly question, but I want to understand a proper way to run things. It seems to me that the spirit of the rules indicate that the position should flow from rolls and choices, because these are things that can be resisted, and provide some player control over the tension.

Follow up: when the party splits during a score, should position be tracked for each sub-group, or for the score as a whole?

I’m running a game tonight with my crew of Hawkers.

I’m running a game tonight with my crew of Hawkers.

I’m running a game tonight with my crew of Hawkers. They’ve been at war with the Rail Jacks for a couple sessions now but nothing’s happened yet (they’re laying low and trying to put together a peace plan). I’d like to lure them out into a trap.

Any ideas how the Rail Jacks might trap someone within the city? Strategies, tactics, locations, etc? Planning to randomly generate a few scores for inspiration but I won’t be able to do that until my lunch break and well, I can’t stop thinking about this right now.

Has anyone used Cohort Gangs and scale much? I did a quick solitairy score testing out the mechanics.

Has anyone used Cohort Gangs and scale much? I did a quick solitairy score testing out the mechanics.

Has anyone used Cohort Gangs and scale much? I did a quick solitairy score testing out the mechanics.

At first a Tier 0 gang (1-2 guys) being lead by a PC against a Tier 2 gang (12 guys) really helped me visualize scale. Everything was Risky/Desperate with No Effect.

Then crew abilities, PC abilities, and PC items came into play. I had trouble with what I thought was good for the fiction, and what the mechanics might say is possible.

Maybe I’m miss understanding some discriptions, mechanics, or I was just being too easy on the characters.

Here is the Google Doc of my solitairy play. I didn’t write down much of the RP because that makes the sessions last about 3 times longer.

https://docs.google.com/document/d/1XgxCEf3_tMBHqLbfANCtBzXw2KO2rx5pK-s68Nx57Dw/edit?usp=drivesdk

Title

Title

Sharing a house rule on harm.

I’ve found the specific harm penalties punishing. The GM usually ends up fudging them, the party ignores them, the GM lets armor negate all of it 90% of the time, etc. John did this a lot in his games as well.

What I’ve tried is putting a time limit on harm, when it’s done to players. Next action, until you take a “turn” off, rest of the scene, a score, etc. Even though this is more mechanics, its putting more fiction into the game. It opens up what harm can be, and let’s me punish more – knowing it won’t break the rest of the score. Harm can be a stunned moment, temporary backlash, a bleeding cut that needs a bandage, a sprain that goes away on its own, etc. It let’s us be more descriptive with the fiction, and thus use it more. The times are up to the GM, and stated before the resist roll, like normal harm. (Ideally, its part of the action roll description, but we’re flexible about that.)

Have other people tried this? I found it particularly interesting because it’s adding a mechanic to enable fiction, which is pretty nifty.

Anyways, recommended.

Hey guys! I’m going to be streaming some game design at http://twitch.tv/bad_quail tomorrow at 7 PM CST.

Hey guys! I’m going to be streaming some game design at http://twitch.tv/bad_quail tomorrow at 7 PM CST.

Hey guys! I’m going to be streaming some game design at http://twitch.tv/bad_quail tomorrow at 7 PM CST.

I’m going to be working on group and campaign level stuff for Schola Arx Mysteria, my Forged in the Dark game about students at a boarding school for wizards.

http://twitch.tv/bad_quail

Don’t dig at it, there’s nothing but madness and death down that path.

Don’t dig at it, there’s nothing but madness and death down that path.

Don’t dig at it, there’s nothing but madness and death down that path. But if you were going to poke around, I’d start at Claymark Bellfoundry. Of course you never heard of them, they went out of business over five hundred years ago. But once upon a time, they were the supplier of damn near every bell in Doskvol.

Then in the bitter cold of deepest winter, the Spirit Wardens showed up, shut them down, and relocated the bellfoundry into the Bellwether Crematorium. That’s right, the bellfoundry and the crematorium in close quarters, ‘neath the enchanted bells that ring on both sides of the Mirror every time someone in the city dies. Why did they do it? Was there a competition issue? Or was there a problem with the bells? Why did the bells start marking the deaths in the city anyway?

Those aren’t the right questions. I’ve seen those bells. Carillon upon carillon, from giant bells the size of a coach to wee hand-bells in rows. I can say this, for certain; Bellwether has more bells in those towers than will fit in those towers. Now. Leave it alone.

From Dava Mark’s personal correspondence, Elisar 9, 812

Only now noticing this but it seems that abilities that expend special armor or pushing yourself within the same…

Only now noticing this but it seems that abilities that expend special armor or pushing yourself within the same…

Only now noticing this but it seems that abilities that expend special armor or pushing yourself within the same ability doesn’t cost the 2 stress to push yourself like it normally would.

Does that mean if I’m using, say, FOCUSED, that I can use the ability to push myself after a consequence of surprise or mental harm, without spending stress and that I can keep tapping that ability so long as the Fiction lines up?

Or are both options a one time deal until the end of a score? I’m really surprised I didn’t catch that, and it has me more puzzled than it ought to.