Some musings based on my most recent play experience.

Some musings based on my most recent play experience.

Some musings based on my most recent play experience. 

I think the resist roll would be better served as 3, 2, or 1 stress to resist based on 1-3, 4-5, 6+. Five seems like too much, and 0 seems like too little.

For time clocks, I had one with 4 segments that terminated in too much attention, and another 2 segments that would add +1 heat to the heist each. So, once the clock was full, there were two more segments with an additional cost. I can think of other applications of this that could be interesting. Like a fight where consequences are nonlethal for the first four segments, and lethal for the last two, so you want to jump over those two and get them all at once to get a KO before the fight gets nasty. 

For fights and dangerous activities, I’ve got a practice that’s increasingly comfortable for me where I say “every round this clock is not filled you will need to resist a consequence.” That is in addition to any rolled complications. So, while you’re in the fight you’re getting hit (or at least put in harm’s way) until the fight is over, even if you roll a 6 or a critical success. I really like how that feels. Complications are in addition to that.

That could apply to walking along a slippery ledge, brazenly infiltrating a bluecoat station, and other situations where danger is RIGHT THERE every round until a clock is finished.

There is an imbalance between teamwork and individuals acting independently to fill a clock. With teamwork you can’t add much, just extra dice; you’re limited to what one roll can do. With individual rolls, you can add up segments much faster. Each individual action fills a minimum of 1 segment, after all, and is less likely to add stress than a team action.

So, team actions in my game tend to focus on when the group has to move together. For everything else, different approaches with individual actions because that fills out the clock much faster.

I really like my gang rules for one-offs, or even campaigns where you don’t care to build an empire but instead want to play heists.

I am unmoving in my conviction that stress clears differently at my table. You clear 4 stress per downtime action, -1 per Trauma taken. Clean, neat, easy, and gets them right back into the game. If they only got 2 back per downtime action, some of the characters would have had to overindulge to play the second heist in my latest session. It just feels wrong to me. But that’s cool, everybody else, carry on. I’ve argued this out in two threads, and this isn’t intended to start that up again. =)

More world building, about the nature of hollows and whispers and so forth. I’ll probably get into that later. Things like a whisper hydra, the kite theory, uses for electroplasm, and rituals on the fly.

My thanks to Nigel Clarke, Charlie Vick, Adam Goldberg, and Brad Elliott for a great game!

Play report for an outing with gangs!

Play report for an outing with gangs!

Play report for an outing with gangs! (Sorry, didn’t manage a recording.) Things are shaking up in the Crow’s Foot neighborhood; with the Red Sashes thoroughly trashed, another group is making a move.

https://fictivefantasies.wordpress.com/2015/07/18/blades-in-the-dark-hollow-invasion/

https://fictivefantasies.wordpress.com/2015/07/18/blades-in-the-dark-hollow-invasion

I have been thinking about factions in Blades in the Dark.

I have been thinking about factions in Blades in the Dark.

I have been thinking about factions in Blades in the Dark.

When I do pantheons in fantasy games, I make some gods, sure. BUT, I put a lot more focus on churches that worship those gods. There is not a single monolithic religion honoring one god; instead, there are multiple churches, and they often fight more intensely with other churches of the same god than with churches of other gods. They each have their own regional and cultural take on interpreting that god in their setting.

I feel the same way about factions. I think it is fine that there are now  big umbrellas like “Criminal Underworld” and “City Institutions” and so on. I feel like the listed factions are also umbrellas, though; “Bluecoats” is too general a faction to engage, I think.

Especially in a city divided up in neighborhoods, you’ll have turf wars between bluecoats for jurisdiction. Bluecoats that serve on the night shift, or work certain areas, or units assigned to guard houses, or followers of a charismatic leader in the force.

I wouldn’t want to change the faction selection at crew generation. No, what I’m suggesting is that the faction allegiances that are chosen then should inspire a “crew” of appropriate stature to the relationship to get lined out more clearly in subsequent play or between sessions. You are not assigning faction relationship to ALL of a group, but indicating there is a group OF THIS TYPE that you have a relationship with.

Just as angering the Unrecommendables crew is not angering all smugglers, and angering the Dimmer Sisters is not angering all whispers, having a bad faction relationship with the bluecoats is not angering all the bluecoats of Duskwall. There’s a group of bluecoats you’ve crossed, and they are out for you. The higher you put that animosity, the more you want that to be part of the story.

Now collaborate on how big a group of bluecoats; the bigger they are, the more mild but far reaching their anger. The smaller the group, the more likely to directly act against you.

Just some musing.

One of the most fun things about rules is when to break them.

One of the most fun things about rules is when to break them.

One of the most fun things about rules is when to break them.

Shakespeare wrote plays in iambic pentameter, and had some fun with line breaks and characters talking over each other but still staying in form. The rhythm made the lines easier to remember, and gave the performance a certain flow.

The form would tighten up for monologues and such, ending in couplets, showing it was a stand-apart piece. But then you’d have the low-born comic relief come in, and they would not be in iambic pentameter. They’d bungle around in prose making fart jokes, and you knew it was funny because the rhythm shifted.

I’ve used this pattern-as-communication in a neat way in my Unrecommendables game. Experimentation and fun with the verse on a heist, with the down time running more like a monologue with tighter structure. Then came Carrow.

When the limmers of Carrow get involved, the heist structure falls apart. The downtime structure falls apart. They don’t start in media res, but they have to venture into territory they were not prepared to enter.  Strange things happen. We play through travel and exploration. We play through a baptism in leviathan blood and subsequent hallucinations. It’s weird territory.

The shifting out of the verse of the game’s tools has been a great way to underscore the unbalancing shift in rhythm. Then back into the heist structure and downtime structure, where normalcy feels somewhat restored.

Just a thought on how you can use rhythm and pacing and tools to communicate the world to players, sometimes in unexpected ways.

Bryan Mullins Jack Shear 

If I was not going to run games in Duskwall, I would run them in Setine.

If I was not going to run games in Duskwall, I would run them in Setine.

If I was not going to run games in Duskwall, I would run them in Setine. This is a setting for the World Between that benefits from borrowing from several great sources, remixed in my own fashion. I think you can see how ideal it would be for this game. Anyway, take a look if you like.

https://fictivefantasies.wordpress.com/2012/08/28/setine-the-white-rose/

https://fictivefantasies.wordpress.com/2012/08/28/setine-the-white-rose

Ink slingers!

Ink slingers!

Ink slingers! Would someone be willing to make like 3 characters of each playbook in an electronic format? If so, I would be willing to do a background blurb and simple sketch for each of them. Then they could be combined into a big prefab document so people could pick one and play.

I think this would help all of us, as a resource like that could make it easier to get people roped in to play. I picture asking people what playbook they want to play and giving them three characters to choose between, that being a mix of choice and preparation.

Basically I want to do this pretty fast for a convention game, and also have it as an option for my ongoing gang excursions.

Any takers?

(Maybe just do one per playbook. I dunno.)

What is the connection between electroplasm, leviathan blood, and lightning oil? Here is one fan’s theory.

What is the connection between electroplasm, leviathan blood, and lightning oil? Here is one fan’s theory.

What is the connection between electroplasm, leviathan blood, and lightning oil? Here is one fan’s theory.

https://fictivefantasies.wordpress.com/2015/07/07/leviathan-blood-lightning-oil-and-electroplasm/

https://fictivefantasies.wordpress.com/2015/07/07/leviathan-blood-lightning-oil-and-electroplasm

So we have a pretty good focus on the crime in Duskwall.

So we have a pretty good focus on the crime in Duskwall.

So we have a pretty good focus on the crime in Duskwall. Now let’s take a look at the law. What happens when you’re caught?

https://fictivefantasies.wordpress.com/2015/07/07/crime-and-punishment-in-duskwall/

This is still plenty sketchy, don’t feel too boxed in. The idea here is to provide some benchmarks and lingo to help the players understand the stakes the characters face.

https://fictivefantasies.wordpress.com/2015/07/07/crime-and-punishment-in-duskwall

I think it would be great if one or more people from this community signed up to run Blades in the Dark.

I think it would be great if one or more people from this community signed up to run Blades in the Dark.

I think it would be great if one or more people from this community signed up to run Blades in the Dark. There are some things that could make this easier.

* A dozen pre-fab characters, maybe with a blurb and a quickie portrait.

* A single page rules summary with enough player-facing information for a new player. An additional page explaining the gear and actions. An additional page with down time actions (just in case.)

Would that level of shared detail be okay with John Harper?

Anyway, I think it would be great if there was a showing of multiple GMs of this game at this online con.

Originally shared by Jez Gordon

:::::ANTIGEN CON 2 GAME MASTER SIGNUP::::: Can’t make it to Gen Con this year? Feel like you’re missing out on the action? Born on the wrong side of the planet? LIVE IN FEAR NO MORE. ANTIGEN CON 2! G+ RPG THROWDOWN D.I.Y. ONLINE FESTIVAL IS HERE!

BUT IT NEEDS GMs!!!! So if you’re up for running a game this Gen Con weekend between Thursday 30th July and Sunday 2nd of August post a comment below with the following deets:

• YOUR NAME

• YOUR GAME

• DATE & TIME YOU CAN RUN PLEASE INC. GMT TIME!

• HOW LONG YOU THINK THE GAME WILL GO.

• TWO LINE GAME PROMO

• HOW MANY PLAYERS YOU’RE AFTER

• ANYTHING ELSE YOU CARE TO MENTION!

And it’s totally ok to run something the same time someone else is!

GM Signup Deadline is when I go to sleep on Sunday 12th July (realistically more like when I get to work that Monday) So yeah, sign up by then to make sure you’re locked in.

AWESOME! Hope to see you there!

SO FAR WE HAVE:

::::::::::::::::::::::::::::::THURSDAY 30th::::::::::::::::::::::::::::::

Anxious P. 

The Haughty & Persnickety Hoggsnorgles (LotFP as Base System)

2100GMT (4:00 PM CST)

5-6 Players (preferable, at most)

Sandbox type Adventure centered around the recent presence of Noble Giant Families and the issues that they now present to society. The world-vibe is comparable to the LotFP publication “The Magnificent Joop Van Ooms” and I have magic-user character builds associated with the Fine Arts/Academia, as if they were schools of magic, if anyone is interested.

The adventure will be investigatory in nature with a high chance of horrible confrontations occurring. But the Academy/University will pay up, for sure. Follow me for blogposts regarding the aforementioned class variant builds.

::::::::::::::::::::::::::::::FRIDAY 31st::::::::::::::::::::::::::::::

::::::::::::::::::::::::::::::SATURDAY 1st::::::::::::::::::::::::::::::

Peter Robbins 

Adventurer Conquer King System

0100GMT (Fri July 31st 9PM EDT)

2-5 Players

The gates of Dwimmermount have opened. After years of rumors, it is time to discover the secrets of this vast mountain fortress for yourself…

1st Level new ACKS player characters only please. I can provide pre-mades as needed. It’s ok if you have perused the dungeon before. I will be throwing in some of my own twists and additions.

::::::::::::::::::::::::::::::SUNDAY 2nd::::::::::::::::::::::::::::::

cecil howe 

The Blown Torch (Sword & Backpack)

1900 GMT (2pm CST)

3 to 6 players for 3 to 4 hours of gaming.

The Great Lighthouse on Lantern Island has gone cold and can not be lighted again.  Ships are perched wreckedly along the rocky coast, and the locals fear that if the Lantern is not relit soon then all trade and contact with the outside world will end.

Sword & Backpack is an oddball roleplaying game in that there are not a whole lot of rules, and everything can sort of seem arbitrary; I am going to be making a few advanced changes to the rules to keep things transparent and fun.  For instance, I’ll be using Dunkey Halton’s Adventurer Point system in some places.  This is going to be a total babe of a dungeon crawl with loot and tom foolery just thrown about the place.

#ANTIGENCON2