I’m relatively new to Blades, only GMing about a 1/2 dozen scores.

I’m relatively new to Blades, only GMing about a 1/2 dozen scores.

I’m relatively new to Blades, only GMing about a 1/2 dozen scores. I do wonder if I’m being ‘too easy’ on my PCs though. No one has a trauma yet. There’s only been 1 or 2 scores that everyone was near maxed out on stress. They’ve been cunning and afforded bringing much attention to their activities so few story complimcations…

1/. How many challenges/clocks to overcome/rolls would you typically see in a given score? (if a typical score exists).

2/. When do you choose to bring in story consequence stuff into the PC’s lives (i.e. framed a minor noble for a crime. When would you have his revenge come knocking)? Free play? Start of a game session? During a score?

3/. I assume life complications begin snowballing as the campaign runs. Perhaps I’m too worried at this point?

Since we have more hacks in the works than anyone could ever play, here’s more fuel for the everburning forge.

Since we have more hacks in the works than anyone could ever play, here’s more fuel for the everburning forge.

Since we have more hacks in the works than anyone could ever play, here’s more fuel for the everburning forge.

This War of Mine, if you’re familiar with the video game, seems like it has tremendous potential for translation.

Almost every location that has something you need has dangers/moral choices associated with it. Sure you can get enough food for the next few days, but you have to steal it from an old defenseless couple. Sure you can get a weapon to defend yourself, but you’d have to ambush a young man defending his parents and their belongings. You’re sick and you need meds? The hospital’s got ’em, but it’s locked up tighter than the blockade itself, and you’re taking them from patients who are even worse off than you.

Crew types as follows: Bandits, Scavengers, Good Samaritans, and Local Law.

Character playbooks as follows: Bruiser, Thief, Face, Organizer, and Lookout.

Claims could instead be necessary staples of survival, like heaters, stoves, toys (for children), music, a gun storage locker, vests and helmets for protection, reliable and helpful neighbors, a radio to keep up on current events, etc.

Entanglements could be good or bad, and your chances of something good or bad happening could depend on how you’ve been interacting with you’re community. Did you trade the soldiers the bandages they asked for? You’ve now got an increased chance of rolling the “Safe & Sound” entanglement, where someone protects your home for you. Did you kill a man and take all the potable water he was hoarding for the coming days? You’ve got an increased chance of rolling the “Wasn’t Yours” entanglement, where a wronged party demands back more than what you took.

This is just a recent brainworm that I wanted to share.

So as briefly mentioned as potentially possible in the book, a player in my game wants to have a ritual that can…

So as briefly mentioned as potentially possible in the book, a player in my game wants to have a ritual that can…

So as briefly mentioned as potentially possible in the book, a player in my game wants to have a ritual that can heal Trauma.

We’ve come up with some cool risks and side-effects of the ritual, but something I’m not quite decided on yet: What Stress would you set this effect at?

Blades in the Dark – The Crimson Snow – Sessions 5 & 6

Blades in the Dark – The Crimson Snow – Sessions 5 & 6

Blades in the Dark – The Crimson Snow – Sessions 5 & 6

The last couple of weeks have seen the Crimson Snow dealing with a favor called in by Setarra, whom Ves has had dealings with in the past. Setarra informed them that Lord Scurlock was after a group of criminals to conduct a heist for him, in order to locate a mysterious artifact. Unfortunately, this artifact was located within the Lost District, in the possession of a powerful vampire. The crew immediately set to work trying to uncover all they could about vampires, the Lost District and how to get past those pesky lightning barriers… Ves decided to chat to former colleagues from the Morlan School of Unnatural Philosophy, and uncovered some useful information, Hadius called in a few personal favors and ended up chatting to a member of the Deathland Scavengers selling scavenged wares in the Nightmarket. And Banks tried and largely failed to pull the strings of some nobles. They were eventually able to obtain a device to bypass the barrier (though it didn’t come cheap), and set out for the Lost District.

During their investigations, they learnt that the Spirit Wardens seemed to have some vested interest in the Lost District, and had been patrolling along the river, and so the crew decided to wait for the post dawn fog to descend upon the city, and they called on a hired gondolier to ferry them across. Once through the barrier, they set out exploring the district, and before long, attracted the attention of a large number of feral ghosts. They tangled with the ghosts a few times, before being able to locate the manor where Scurlock informed them the artifact was being held. Banks used an electroplasmic lance, borrowed from the Silver Nails, to fend of the ghosts long enough for them all to make it inside the manor. The ghosts did not follow, so they presumed the building was warded against the spirits by its mysterious owner.

They set out exploring the manor, tripping a few arcane wards along the way but seemingly not attracting the attention of their Vampiric host… They located a laboratory and guest room where some quick thinking by Hadius and a lot of luck on Banks part, got them past a series of strange electroplasmic devices within the lab, and able to pocket some valuable alchemical reagents and a fine vase from the guest room beyond. Continuing their explorations they found their way to the hall where the artifact, a strange series of runic disks, was being kept on a pedestal at the far side of the room. They noticed the shadows within the room behaving strangely, and Ves, with the aid of his spirit mask, was able to see that a seething darkness, some kind of summoned horror, was being kept in the room as some kind of arcane watchdog.

After dealing with the extreme terror the creature provoked, Hadius decided to edge his way around the room to obtain the artifact, the creature seemingly kept bound by some kind of arcane tether. Hadius returned safely, and Banks in an act of pure recklessness, attempted to move along the other wall, in the same way to locate a strange tome toward the other corner of the room. He attempted to use his borrowed electroplasmic lance to ward of the creature, but unfortunately the creature struck, dissolving the vast majority of the lance, and very nearly killing Banks. Rather than risk further injury the group attempted to head back to the entrance hall the way they had come, only to find some arcane construct, in the form of a metallic sphere, floating in the corridor. Hadius attempted to sneak past it, only to set of another alarm, the group then, fearing a confrontation with the vampire, fled out the door.

And with a mass of ghosts in hot pursuit, they fled back to the barrier and through to the other side. Unfortunately, the fog over the city had well and truly lifted and revealed a number of Spirit Wardens waiting for them on the other side of the river. They tried to evade them, but the arcane powers of the Spirit Wardens foiled their attempt, as they demonstrated their, until now, unknown ability to teleport. The Spirit Wardens insisted on confiscating the items they brought into the city from the Lost District, but some fast talking by Hadius, let them keep the alchemicals and the artifact, though they lost the rest of the loot they had brought with them.

The fallout of their mission, was gaining the favor of Lord Scurlock, at the expense of their relationship with the Spirit Wardens and the Silver Nails (who were more than a little pissed that Banks had destroyed their lance). And with all payouts the mission required, they were left with 6 coin as their payment, feeling that it really probably wasn’t worth the effort it took, owing favours to demons they discovered, is a situation they are keen to avoid going forward. (though there were plenty of desperate rolls during the score, so they got some good XP at least! :p)

GM’s Notes – These sessions were the first time I ran a pre-planned score with the crew, and the first time they spent more than 1 session on a score. It was tough, but full of some great roleplaying, some super tense moments and it managed to nudge Hadius and Banks over the limit of their stress for the first time, so the players are now keen to have the chance to play out their new traumas of Paranoid, and Reckless respectively. It’ll probably still be only very occasionally that I run pre-planned scores with them, because the self directed style that Blades normally allows is, I’ve discovered, a lot of fun and gives the players a great deal of agency in how they relate to the setting. Though the fact that they kind of backed themselves into a corner with this one, made sense. I’m still struggling a little bit with Load. In theory it seems like a clever mechanic but my players have never really felt particularly restricted by it – they always seem to have plenty of load to spare during scores, even longer, more elaborate ones like this one.

*Wall of text incoming. TLDR: Help me understand how to handle score planning.*

*Wall of text incoming. TLDR: Help me understand how to handle score planning.*

*Wall of text incoming. TLDR: Help me understand how to handle score planning.*

Hey all,

I’m a relatively new Blades GM, and have been absolutely loving the system, the scenes that it creates, and the flexibility that it all provides. Coming from a background of meticulously planned games and always yearning for a more flexible, improv-forward game, Blades is exactly what I have been looking for.

My group is still getting the feel for the game (we’re running our 5th session tonight), but I feel like the player’s have finally started to understand the amount of flexibility in the game, and their shared responsibility in creating opportunities that push their crew forward (rather than me just creating scores for them to go through) in the world. I tend to come to the table with a few skeletons of scores (that is, location outlines with some obstacles or dangers they’d encounter), but rely on the players (and their characters) decisions to ultimately create the score. I find it difficult to create meaningful, exciting scores in this improv-focused system.

Here’s an example from our last session: The players are in search of securing some more turf for their crew. They decided they wanted to steal some turf from their rival, the Fog Hounds. Having a target, I offered to cut to the chase, calling for an engagement roll if they would provide the plan and detail, or for them to gather information to help in their goals. The characters decided to Gather Information.

Through Gathering Information, the players wanted to know how to find their rival’s turf, and found that the Fog Hounds have a third party handle their turf in the Night Market – a property manager of sorts. They wanted more dirt, so through further Information Gathering, they found out that this third party has a nasty secret that he’d rather not get out: he is a pedophile with a preference for the children of drug-addled families (yeah, pretty dark).

The player’s chose a Deception score with the detail being that this individual wouldn’t get the service they requested, but would get the Crew’s plant and then get caught in the act. They rolled a critical, so they got through the doorman at a brothel known for its discretion as well as its selection of the “rare and exotic”, and we picked up the action with them sitting at the bar with enough time to get in position for their target to arrive.

As a GM, I couldn’t help but feel like they were trying to plan too much, but I didn’t know how else to allow the players to have control over their score, nor did I want to have an under-cooked score. On the one hand, they had created a very specific target and their weakness, but the rest of the score was a big question mark. The players walked away from the table smiling and celebrating their exploits, but I had a strange feeling telling me things could have gone better, that I had asked the wrong questions or missed opportunities. When do you guys say “enough is enough, let’s roll for engagement”? How do you create/decide/discern the obstacles that the players will have to overcome? How do you create your score?

I’m enjoying Blades so much that in addition to my Scum and Villainy game I’ve also started up a game of Blades in…

I’m enjoying Blades so much that in addition to my Scum and Villainy game I’ve also started up a game of Blades in…

I’m enjoying Blades so much that in addition to my Scum and Villainy game I’ve also started up a game of Blades in the Dark!

My players decided to pick the Bravos as their crew and came up with some characters:

Ashen Crow (Leech), the Tycherosi war veteran and field medic.

Herrik Vanir (Slide), also a Tycherosi with a taste for the finer things in life.

Veretta (Whisper), a deposed Skovlander noble trying to leverage her untamed magical power into a better position in life.

Finni Gyles (Cutter), an Akorosian hooligan who has learned the sweet science of punching ghosts.

They based themselves out of a crumbling and abandoned mansion in Six Towers and chose Coalridge as their hunting grounds. Their first mission was a request from the Lost to break up a burgeoning band of Svovlander refugees who have just pulled off a big score of their own. The crew was contacted by the Lost because of reports that a goat-headed and crow-feathered demon was stalking the skovs.

So the crew did a little recon, with Veretta probing the ghost field and finding herself watched and Herrik surveying the situation. Ashen Crow sabotaged the generator, killing the lights and giving the crew +1d to their engagement roll. They still managed to roll a 3, which always leads to fun times. They tried a pincer maneuver, with two coming in from the back door and two coming in from the second floor of this common house.Their plan was to capture the skovs between them, beat them up for their loot and send a message to other prospective gangs.

With that 3 on the engagement roll, as soon as they burst inside the demon appeared, silhouetted by the light from the streetlamps outside. Finni pounced on the skov leader, sending the box with their mysterious loot tumbling through a window into the alley while Veretta unleashed her power at the demon, hitting it with lightning and making it flinch. Herrik tossed a demonbane charm at it, and they quickly realized the demon wasn’t actually a demon. Ashen Crow stepped in then, hitting the creature with a glue grenade and sticking it to the floor while Herrik jumped off the stairs and went for the alleyway to grab the loot. Finni watched the creature pull one leg from its boot and realized that it was actually human… probably. Veretta menaced it with her lightning hook and tried to intimidate it, which caused it to disappear again. Ashen Crow took care of the skovs who hadn’t fled, hitting them with skullfire toxin and causing them to run off into the night.

Outside Herrik found the enemy standing over the box of loot and realized that it was a woman wearing a goat-skull mask and a raven-feathered coat. With some sweet talking and a lot of luck Herrik convinced them to let the crew have the loot on the grounds that it would be amusing to see what happens to them. She then revealed that she was a Dimmer Sister before vanishing. With their mission technically complete and the loot in hand, the crew gets paid by the Lost and went home. There was a lot of debate about who should open the box and finally Finni’s obsession with the weird got the best of him and he did it. Inside was a glass spirit bottle encased in a fine silver shell and stamped with the symbol of Lord Scurlock.

Can’t wait to see where they go from here! I have lots of ideas for things that could happen, and I’m just itching to see what they want to do.

Also, the name of their crew? The Pallbearers.

Hypothetical question for GMs here:

Hypothetical question for GMs here:

Hypothetical question for GMs here:

There’s a fairly common trope in caper movies: a character seemingly dies but later revealed to have survived and it actually was a part of the plan to fool the antagonist.

Would you allow your players to “resurrect” an NPC (or even a PC) in that fashion through a flashback for sufficiently high amount of stress and appropriate roll?

NPC names

NPC names

NPC names

Hi, I wanna make the background of NPCs more noticeable by giving them proper names. The book compares some of these regions with real culturs, so my plan is:

Iruvia – arabic

Skovlan – russian

south akoros – italian (stole all of my names from the locke lamora series)

north akoros – german (my native tongue)

west akoros – english / british

severos – ???

dagger isles – ???

Tycheros – ???

Do you have ideas for the last 3? Or a favorite name generator? Or a way better idea?^^

I’m currently running a play-by-forum game on SU&SD.

I’m currently running a play-by-forum game on SU&SD.

I’m currently running a play-by-forum game on SU&SD. The crew are just starting their first score, breaking into the library of the Circle of Flame.

https://discussions.shutupandsitdown.com/t/blades-in-the-dark-pbf/6384