I hope to start a Band of Blades campaign tomorrow with players new to the BitD system.

I hope to start a Band of Blades campaign tomorrow with players new to the BitD system.

I hope to start a Band of Blades campaign tomorrow with players new to the BitD system. What advice do you have for both preparing myself to run the campaign/setting and/or teach new players? Which parts of the setting/lore/mechanics are key to get across early, and which can be discovered or covered through play?

I’m very experienced with BitD, but what surprises might I face in mission-play that are different in Band of Blades? Finally, I know I’m not too great at GMing in a horror/grimdark tone, so that will be out of my comfort zone. Are any particular Chosen or Broken easier or harder for players to engage or for me as GM to run effectively and evocatively?

I don’t see a list of touchstones in Band of Blades, so I’m just going to suggest some things I notice: I’m late to…

I don’t see a list of touchstones in Band of Blades, so I’m just going to suggest some things I notice: I’m late to…

I don’t see a list of touchstones in Band of Blades, so I’m just going to suggest some things I notice: I’m late to the game watching the Peter Jackson Hobbit trilogy, but after first seeing it just last weekend, Band of Blades looks splendid for playing a Tolkien-style “epic, dire road-trip harried by evil” campaign.

Granted the company/fellowship in Tolkien-stories aren’t military legions, but so much of Tolkien’s “epic road-trip” focus appears in BoB’s DNA: the omnipresent, ever-growing threat of the Shadow and its servants, richly location-based campaign arc and special missions, division of duties among the generals/heroes, the Shadow’s subtle Corruption from treasure/power/loss/blighted lands, and the reliance of most characters on the capricious presence of Wizards, regents, and named evil lieutenants.

The BoB setting is evocative and awesome. Relentless tinkerer that I am, though, I’m inclined to reverse engineer the cultures to things like Elves, Dwarves, Hobbits, Men, treat religious aspects as lore/magic, Chosen as Wizards or scions like Aragorn, Broken as themed evils like the Witch-king of Angmar, Azog the Defiler, etc.

Band of Blades also has a clear and lovely Banner Saga vibe, especially with the resource management and time-pressure element. I like that a lot.

What if position is treated as a state characters are in individually, tracked per PC, rather than negotiated for…

What if position is treated as a state characters are in individually, tracked per PC, rather than negotiated for…

What if position is treated as a state characters are in individually, tracked per PC, rather than negotiated for the specifics of each action? Costs for 1-3 or 4-5s can worsen your position, while crits can improve your own or teammate’s positions. Good engagement rolls mean we zoom into the crux of the mission with most or all the PCs in controlled positions, while bad engagement rolls mean we cut to seeing most or all PCs in a desperate state for one deliciously terrible reason or another based on the nature of the score.

For context, a lot of you folks doing such awesome analysis and innovative lateral design from the Blades in the Dark chassis have stirred me to thinking a lot about Shot in the Dark (working title for alien invasion/XCOM hack).

I’m currently noodling over whether tracing position like per person rather than per action can create a sort of tactical teamwork experience highlighting pushing your luck to achieve mission objectives while balancing the rapidly depleting resource of each team member’s vulnerability. Stakes are wildly higher in this hack, initially meaning almost any harm from xenos means irreversible casualty for human troopers.

I want the nail-biting anticipation of knowing one-shot kill enemies are out there even though we see no sign of them yet. I want the chaos of a battle where teammates and enemies can get separated, pinned, trapped, suppressed, out of ammo, disoriented, surrounded, panicked, etc. all of which can be abstracted by each trooper’s current position state.

For instance, based on the way this mission has gone down, now anything I do is risky, or anything I do is desperate, so what is it going to be? Do I hunker and wait for someone to improve my position, or bully on and swallow the huge stakes? I want the fun drama of everyone else being ambushed into a desperate spot except for the Delta (medic/scientist/xenologist) or Charlie (engineer/demolitions/vehicles) who alone has a chance to change the flow of horrible to worse for the team from a Controlled position. I want players wrestling with what they do with that one precious opportunity?

Woah, I just realized how easily S&V could work for a Borderlands hack.

Woah, I just realized how easily S&V could work for a Borderlands hack.

Woah, I just realized how easily S&V could work for a Borderlands hack.

Just replace “the Way” with “Eridium”. Also, assume when you fill your stress track you actually die, then you either have to take trauma or lose 4 coin (likely out of your stash) to come back at a nearby New-U Station. I’d also add “Local Catch-a-Ride” as a friend for all playbooks.

Factions would differ of course, replacing Hegemony with Coprorations consisting of the main manufacturers (Bandit, Dahl, Hyperion, Jakobs, Maliwan, Tediore, Torgue, Vladof, as well as more esoteric ones like Atlas, Pangolin‎, S&S Munitions, Scav, and Anshin), maybe with subsidiaries.

Then Underworld would be populated with local gangs and groups like Captain Scarlett, Captain Flynt’s ship, Bassanova’s Arena.

Then there may be local authorities, like the Crimson Raiders, Zafords, Hodunks, Terramorphous (& Spawn), train authorities, Wilhelm (and loaders), and maybe Angel and/or various Vaults and their guardians.

Different locations (Three Horns, Wildlife Exploitation Preserve, The Highlands, Lynchwood, etc.) could then have mini-stats and notables like S&V’s worlds.

With the revised G+ format, has the pinned list of handy links been lost, or do we access it in a different way now?

With the revised G+ format, has the pinned list of handy links been lost, or do we access it in a different way now?

With the revised G+ format, has the pinned list of handy links been lost, or do we access it in a different way now? Are they on some BitD homepage now instead?

Some ideas for Shot in the Dark inspired by The Final Girl

Some ideas for Shot in the Dark inspired by The Final Girl

Some ideas for Shot in the Dark inspired by The Final Girl

I finally read the game The Final Girl by Bret Gillan after hearing good things about it. It is as awesome and elegant as I had heard, representing the terror and foreboding as characters die off one by one like in slasher flicks.

Since I’m working on a high-lethality alien invasion hack of Blades, I am intrigued to draw some ideas from The Final Girl that might aptly convey dread and vulnerability within the Blades system. Granted, some of these ideas go well outside standard Blades mechanics.

This is all just brainstorm musing at the moment:

—Maybe the campaign opens with something like the First Blood scene from The Final Girl (or an entire game of Final Girl) to establish the overwhelming threat and style of the invasion with a costly first contact mission where nobody (or almost nobody) survives.

—Maybe on missions, players try to achieve as many objectives as possible—to earn crucial resources and intel for the agency—all under the omnipresent threat of a casualty clock, making each additional action a gamble with dire consequences. Whenever the clock fills up—usually due to fails or partial successes—at least one agent will die and the clock resets. This could be resolved similar to standard scenes in Final Girl but targeted characters roll an appropriate action to avoid a sudden threat: dying on a 1-3, and incurring consequences but living on a 4-5. This sudden-death phase doesn’t stop until at least one agent dies however.

—Maybe a mission’s engagement roll prescribes from the outset how many agents must die in the mission, maybe none, maybe all of them. Playing out the mission then becomes less about if and more about how, stretching out the dread while learning about characters and finding out who ends up lost or surviving. By this means, while flashbacks in Blades help convey character competence (they’re always prepared even more than players realize), maybe tones of mystery/investigation, tragedy, heroism, or dread could come from diving into a mission just before (or after) a casualty occurs, using flashbacks to contextualize and discover what led the mission to that point, and give the fallen agent either a heroic or tragic spotlight.

—Maybe flashbacks could serve a reverse or alternate function from what they do in Blades. Would there be some way to compellingly flip flashbacks into flash-forwards, anticipations, foreshadowing, or highlighting of details the agents actually fail to notice or prepare for (since anticipating an outcome is key to dread, and can be more riveting than the actual outcome itself) maybe as a way to zoom in on the psychological experience and imaginings of the agents in the moment? That could explain why ‘flashbacks’ cost/cause stress, but there would have to either be an incentive for players to activate them or they could be a consequence. Investigating clues before facing obstacles, conflict, or threats is boring to play out, so maybe players still start a mission when action breaks out, and get to narrate a fast-forwarded investigative flashback whenever an action succeeds, and narrate a personal/home-life flashback whenever an action fails.

Shot in the Dark

Shot in the Dark

Shot in the Dark

I’ve been working on an XCOM-themed military-scifi horror-drama hack of BitD about humanity’s last days facing an unfathomable, superior existential threat. I’ve wrestled through a few hack names, including many that drop the “in the Dark” motif, but yesterday I suddenly fell in love with the name “Shot in the Dark” for all its lovely connotations: an attempt with almost no hope of success, total ignorance about what you’re dealing with, and non-idiomatic plasma-fire sniping your teammates while you investigate unsettling evidence of alien activity in a Siberian barn in the dead of night. I’m not sure it conveys the idea of “alien invasion” clearly enough, but hey, that’s what subtitles or taglines are for right?

Here is a bit more by way of teasers:

Playbooks

Player playbooks represent departments or strategic leaders within the Agency serving as humanity’s last hope of survival. A bit more troupe play is expected than in core Blades, since each department will have to recruit and manage a stable of agents, trying to keep a balance of agents available with the experience, specialties, and readiness/health needed for the needs of various mission types. Each agent will be attached to and derive benefits/options from the department playbook as a whole, and they will rank up more quickly than in core Blades. Since agents will die frequently in this pretty lethal premise, there will be incentives for players and the overall Agency when agents are lost, based on which department they represent. Losing higher ranked agents will derive greater benefits, but also leave you without key personnel. The playbooks, so far, loosely parallel Spec Ops specialties:

Alpha (command/strategy/morale)

Bravo (weapons/tactics)

Charlie (engineering/demolitions/EW)

Delta (medical/science/xenology)

Echo (communications/psyops/diplomacy)

Foxtrot (intel/infiltration)

Zulu (operations/logistics/vehicles)

Factions, Clocks, and the Invasion

The various elements of the invader’s efforts are represented as different factions (such as Command, Fleet, Logistics, Recon/Surveillance, Engineering, R&D, Heavy Infantry/Armor, Espionage/Diplomacy, etc.), with each faction’s tier representing the relative superiority/potency of that facet over common human capabilities and technology. As the campaign goes on, the invaders achieve their own goals and improve their situation, dominance and tier of various branches via their efforts (ticking faction clocks) unless the players’ counter-efforts slow or stop them. For instance, they may improve their own engineering and logistics to establish bases and supply lines globally, or they may improve their aerospace fleet or surveillance technology, long-range artillery capabilities and precision, or maybe the armor of their heavy infantry or the lethality of their weaponry or clandestine/disguise capabilities of their scouts or spies. Other human groups like nations, populaces, mega-corporations, cults, news media, and other military groups make up the other factions that serve as clients, enemies, allies, etc. to the Agency.

The Agency

Inspired by Scum & Villainy, the crew tries to maintain (and supply) global coverage against the visitor’s activities. Like the S&V ship systems, players must choose how well to cover various global regions. More coverage means ability to respond more proactively rather than reactively to invader activities, while keeping well-covered human nations, corporations, and other groups happy and blissfully ignorant. Expanding coverage also means players must pay higher upkeep costs, and supplies will start to stretch thin, especially as the agency starts appropriating rare alien tech and materials. Depending on the campaign, players may have to balance Exposure (like Heat) to keep humanity from all-out panic (like in M.I.B. or X-Files).

Research and Development

I’m currently noodling over ways to make investigation and research a key component of the meta-game. For instance, troopers collect generic clue/intel resources during missions (kinda like Intel in the Sprawl). Then long-term projects in downtime consume that intel to allow players to create tags that can then apply to gear, constrained by budget. New tech would go through phases of unstable experimental versions, stable versions, and finally more widespread adoption, possibly even to the point of lucrative export to other human groups. Missions would then present players a bit of push-your-luck choices because the more they poke around and linger the more intel and supplies they can get, but they also risk running afoul of the invader’s awfully lethal and efficient attentions. I would hope there’d be a fun way to have mission gameplay emulate the slow-build suspense of horror plots and Mythos-type investigations, where protagonists want to avoid direct confrontation as long as possible until they can find ways to survive it.

Enemy Unknown

I want a big part of the player experience to focus on wrestling to make sense of the unknown (and the fear associated with a hostile unknown). To this end, there must be means by which GMs are empowered to make where each campaign’s invaders wildly unique in physiology, strategy, organization, goals, weaknesses, and the horrifying ways they break humans’ expectations about the supposed laws of reality. In an ideal world, I’d love it if the invaders’ could be emergently defined through play as players uncover, use, and test intel about their strengths, weaknesses, and goals, sort of like how clues work in InSpectres. In an even more ideal world, I’d love for this hack to be playable GMless with players cooperating against the game, but that’s another whole can of worms.

Of course, none of this is anywhere near complete enough to playtest. Maybe I’ll get a bit of it to the table over the holidays with some family members. Nevertheless, I’d love to hear anybody’s thoughts, ideas, or questions.

How often have you seen players use the “Protect” teamwork action?

How often have you seen players use the “Protect” teamwork action?

How often have you seen players use the “Protect” teamwork action? My players never used it in about a 15 session campaign, but I’m keen on highlighting it more for a BitD hack where it would be very fitting.

A couple Scum & Villainy questions for Stras Acimovic

A couple Scum & Villainy questions for Stras Acimovic

A couple Scum & Villainy questions for Stras Acimovic 

1. Is upkeep meant to be paid each downtime phase or each downtime action? For instance, in one downtime phase each player gets 2 free downtime actions. I’m guessing upkeep is paid once for the phase, essentially once between missions, but I could see if it’s twice.

2. Is anyone else having trouble confusing ship systems from space systems? Does that work out more naturally in play conversation than in reading? Could ship systems be called sub-systems or something to differentiate from star/space systems?

I hadn’t heard of Kong: Skull Island before today, but now I badly want to make/play a Blades hack for telling…

I hadn’t heard of Kong: Skull Island before today, but now I badly want to make/play a Blades hack for telling…

I hadn’t heard of Kong: Skull Island before today, but now I badly want to make/play a Blades hack for telling humans-vs-big-monsters stories like this: https://youtu.be/2onxgmKT1fw

https://youtu.be/2onxgmKT1fw