Since I’ve been behind on versions, I went ahead and combed through the most recent one and built a three page…

Since I’ve been behind on versions, I went ahead and combed through the most recent one and built a three page…

Since I’ve been behind on versions, I went ahead and combed through the most recent one and built a three page reference document to help players (and me) quickly find what we need in play. I welcome your thoughts if I’ve totally confused something or have some errors.

I didn’t change much. Just some “missing detail” questions for plans and adding default guidance for healing lasting conditions under “Suffer Harm.” Any other incongruities are unintentional.

Edit: I also adjusted the “Coin” values a bit to add real estate and bribes.

https://docs.google.com/document/d/1-5YMhxwwPVSY45kTl_HjC7b0y71wXp8pxRsjbRGA4oM/edit?usp=sharing

I have way too much fun with food in Duskwall. An excerpt from the play report:

I have way too much fun with food in Duskwall. An excerpt from the play report:

I have way too much fun with food in Duskwall. An excerpt from the play report:

So, Wolfram went to a baker and ordered him to make a fantastic black cake with off-white frosting as a gift for the Dimmer Sisters. The baker did not make the cake black enough, so Wolfram beat him up and dragged him to another bakery, so his failure would be instructive. The second baker did a fantastic job, now the top of the list for all Wolfram’s baking needs.

They went to dinner the following night, meeting Marcy once more as they passed the guardian hellhounds. The sisters were dressed one black one white, and greeted them warmly in an intimate dining environment. A dolphin was put on the table with flaps cut in the side with their portions of fantastically cooked dinner in compartments in the body. After a hearty meal, they enjoyed the cake, which oozed red filling that was just delicious with a hint of copper in the “cherry” flavor.

So, Gather Information.

So, Gather Information.

So, Gather Information. I was allowing characters to ask one question before a heist, giving them a chance to either collect easy information or make a roll to get more difficult to access information, or to set something up before we get to flashbacks. Just one item per player. 

However, the official game setup calls for the plan and the detail, then engagement and on you go. So I am inserting a step that is no longer there. We were talking about that here, and John Harper pointed out “gather information” has become a down time action. So the question became, is a down time action the only time gathering information can happen? John said:

“It’s hugely valuable to know things, so players will naturally gather info without the need for a formal phase. The only mechanical trick is that gathering info during downtime enjoys the special bonuses from friends and coin.”

https://plus.google.com/+AndreaParducci/posts/aoVAyHEw7nJ

So I thought we were in a spot where getting one question/action right before the heist was an artifact of a previous iteration that was no longer in practice, since it is no longer mentioned in the quick start.

But then I hear this: 

“Gather Info is allowed at any time, not just downtime. I thought we established that a few days ago.”

https://plus.google.com/106707833102836285495/posts/HKCerpSShER

So now what I’m thinking is that the official stance on that is that I can allow players to send their characters on brief fact-finding missions of a day or two whenever it makes sense in the fiction, like before a heist if it is not thrust on them with huge immediacy. That’s not something that falls into the formal beginning structure of the heist, but it CAN be done without burning a whole down time action, and it is something that can be done at my discretion any time it seems appropriate.

The official down time action would be more for filling clocks for bigger investigative processes, or gathering more comprehensive information on a target, or rooting out who is planning to move against the crew; bigger stuff.

Does that seem like a reasonable way to interpret what I’m hearing?

I am thinking about making a list of 100 site defenses used in Duskwall, and giving each one elements to strengthen…

I am thinking about making a list of 100 site defenses used in Duskwall, and giving each one elements to strengthen…

I am thinking about making a list of 100 site defenses used in Duskwall, and giving each one elements to strengthen it or weaken it.

Roll 2-4 times, then interpret how they fit together, and you’ve got a quick-generated site that can be tweaked to make it more interesting and inspire players to target its weaknesses.

I was wondering. Has anyone actually played any of these? If so, any thoughts?

I was wondering. Has anyone actually played any of these? If so, any thoughts?

I was wondering. Has anyone actually played any of these? If so, any thoughts?

https://fictivefantasies.wordpress.com/2015/07/23/blades-in-the-dark-three-playbooks/

https://fictivefantasies.wordpress.com/2015/07/23/blades-in-the-dark-three-playbooks

I have some thoughts on special abilities.

I have some thoughts on special abilities.

I have some thoughts on special abilities. Previously I’ve stayed away from commenting on these, and quietly substituted my own. But we’re really getting close to finished, and I do have some thoughts to share.

I’m just going to do the Cutter as an example. These are my thoughts, and I am more interested in triggering your thoughts than arguing about any of this; it does me little good to establish whether you agree with me or not. =)

It seems to me that the flavor text is often hindering or misleading relative to the mechanical effect. If the mechanical effect is sufficiently useful or interesting, it doesn’t really need to be packaged in much flavor text.

“Brutal” would be just fine stating “You gain +1 potency against physical targets.” From that, you KNOW the attack is “more powerful.” And maybe it is not because you emulate a heavier weapon; maybe you’re good at hitting weak points, or you have a mean streak. The flavor pulls the ability down there. (Also, since “factors” include potency, quality, and scale, gaining potency is not like “do you have potency yes/no” but more like one factor to consider, and each one on a scale, so yeah; add “plus one” in there.)

Resolute: what is a “level” of healing? Don’t answer me, put it in the description. =) And how does an emotional state communicate a regenerative ability as a special ability title? Might Resilient or Quick Healer fit better? Maybe instead this special ability allows you to address a lasting condition once as a free action per down time cycle.

Savage: This writeup requires you to use a specific action to gain an additional die, ONLY after you’ve made an example of someone. That’s difficult and abstract. I would suggest you gain +1d when using wild violent or brutal methods (not precise use of force). OR, it could be fun to suggest that violent dangerous situations are 1 level more controlled for this character. (Or make that a special ability called “Chaotic.”)

Ghost Fighter: I would just say you can focus your life energy to affect incorporeal targets normally with your body or held weapons, and to add 1d when battling corporeal supernatural elements.

Not to be Trifled With: The title seems a mismatch to me. There are LOTS of reasons ANY character is not to be trifled with, that don’t have to do with mass combat. Let’s aim closer to the mark. Combat Mobility, or Crowd Fighting, or One Against Many. Also, ignoring Scale gets weird in a hurry if they are seriously outmatched. Ignore it altogether? For everyone on the team? Because of one special ability? Better to suggest that this special ability allows the character +1 scale, so the character fights as a gang.

Leader: I’d change that to “Lead From the Front.” Also, it’s great that they don’t break; but nothing compels them to break but fiction. So that’s protecting against an un-mechanized consequence. Adding armor from morale? Hm. Instead, I’d think about the gang getting 1 potency upgrade from the character’s presence, and allowing the character to use individual gang members as points of armor!