I have a hard time getting comfortable with spending experience on elements outside the character, unless there is a…

I have a hard time getting comfortable with spending experience on elements outside the character, unless there is a…

I have a hard time getting comfortable with spending experience on elements outside the character, unless there is a way to recycle that experience if something happens to the external element.

What happens if a Hound invests special abilities in a pet, and it dies? Is the upgrade about learning how to invest this power in a pet, so the Hound can start with a new one and add the ability? Can the Hound sell it, and then invest the power in a new animal for free as a down time project to make some extra coin?

Or does the character just lose the experience and special ability until it is purchased with Coin by getting a similarly gifted animal? Is it impossible for a Hound to buy an animal with special qualities because it requires experience and a playbook special ability?

If a Lurk wants to buy a pet with a special ghost ability, does the Lurk need to get the Veteran special ability and take this off the Hound’s playbook to do it? Is that in addition to coin?

Because experience is involved, there is this abstract cost that is added to the potential concrete cost of having to pay coin (which you don’t have to do in picking up other special abilities.) Or you just get lucky and find one, or conduct a heist to steal one.

Just something I’m reflecting on as I review the playbooks.

My recommendation: give the Hound the ability to BOND with animals who have special abilities. That’s entirely within the character, who can choose to get an animal it will work with.

So, does armor only refresh if you take a lasting injury recovery action now?

So, does armor only refresh if you take a lasting injury recovery action now?

So, does armor only refresh if you take a lasting injury recovery action now? That’s how it looks to me on the player reference page.

How about special armor from special abilities?

Now there is no roll to add heat or to see how the payout of the heist went.

Now there is no roll to add heat or to see how the payout of the heist went.

Now there is no roll to add heat or to see how the payout of the heist went. I understand the additional simplicity this adds, but miss the gambling aspect, where you can get more or less than you bargained for with a job.

Crime is so unstable, with mercurial fate, after all. 

Seems to me “Skirmish” implies messy, with numbers on each side.

Seems to me “Skirmish” implies messy, with numbers on each side.

Seems to me “Skirmish” implies messy, with numbers on each side.

To match the description text, I’d suggest “Duel.” Other possibilities could include Precision, Clash, En Garde, or Fencing. Your mileage may vary. =)

I would also conflate what I understand to be “Murder” with “Skirmish” and leave “Mayhem” as a second. With three categories, that’s pretty fine distinction. Maybe Murder should include things like poison use, managing clues, and some sleuthing (and anti-sleuthing) techniques. That could distinguish it better.

I guess my main problem with murder is that it is one-sided. In that case, the need for a roll gets fuzzier; if the target doesn’t see it coming or cannot defend, then when would you roll it (instead of just succeeding)?

If I understand right, using Tier rating to clear off Heat means that for every mission, a Tier 0 crew (where…

If I understand right, using Tier rating to clear off Heat means that for every mission, a Tier 0 crew (where…

If I understand right, using Tier rating to clear off Heat means that for every mission, a Tier 0 crew (where everyone starts) rolls 2 dice and keeps the lower. Ouch! Am I missing something? Or is it just that hard to clear off Heat for new crews that no one has ever heard of before? This is especially brutal since high profile or killing adds 2 Heat instead of 1 now.

Also: could we get one-sentence descriptions of the new factions? Previously I’ve cut and pasted that from the FAQ into my Quickstart, the names alone are not very helpful.

So the roll to acquire an asset is crew tier. Again, pretty rough for everybody starting at 0, and no skill comes into play. Could you use an “acquire asset” roll to get medical help for lasting conditions instead of paying for it? I would think so.

I like unlocking downtime actions so you get two and not the ones for free and the ones you pay for. So if you are really stressed you can use Vice two times, for example. But if you are not stressed, you can do two Heat rolls or whatever.

Okay… am I just dense? What the hell is Rep (reputation, I assume) and what does it do?

I think I like Suffer Harm better now than I did with the last update, but not as well as the lasting condition simplicity from the first version. =)

Thanks for the update. I’ll be pushing the domino rows to get my game lined up with changes.

Here is the theme song for my Blades in the Dark campaign.

Here is the theme song for my Blades in the Dark campaign.

Here is the theme song for my Blades in the Dark campaign.

https://www.youtube.com/watch?v=Gz2GVlQkn4Q

Lyrics:

http://www.azlyrics.com/lyrics/kongos/comewithmenow.html

https://www.youtube.com/watch?v=Gz2GVlQkn4Q

Here is an update for the enterprise system (not the crew enterprises in Crow’s Foot.) I reworked the training…

Here is an update for the enterprise system (not the crew enterprises in Crow’s Foot.) I reworked the training…

Here is an update for the enterprise system (not the crew enterprises in Crow’s Foot.) I reworked the training system, added examples, put in a way to grow enterprises with coin, swapped out a blank enterprise sheet for an example page to show off the flexibility, inserted use for the fortune roll, and probably a bunch of other stuff I’m not remembering.

For those who did not see this before, this is what I’m using at my game table to replace the crew sheet entirely. What is on the character sheet does not change, but this is how the crew is mechanically represented.

https://fictivefantasies.files.wordpress.com/2011/07/enterprises-for-blades-in-the-dark-6-22-15.pdf

https://fictivefantasies.files.wordpress.com/2011/07/enterprises-for-blades-in-the-dark-6-22-15.pdf

I’m using an alternative system to the crew sheet, and here is an update to the current state of the enterprises of…

I’m using an alternative system to the crew sheet, and here is an update to the current state of the enterprises of…

I’m using an alternative system to the crew sheet, and here is an update to the current state of the enterprises of the various crews we care about in Crow’s Foot.

https://fictivefantasies.files.wordpress.com/2011/07/enterprises-6-21-15.docx

The Red Sashes have been rocked back on their heels by repeated assaults. It seems likely the remaining crews will strike decisively if they can to divvy up the remaining spoils rather than letting the Red Sashes recover. 

We’ll see if Jack Shear and Bryan Mullins want to work with the Lampblacks to target one of the enterprises, the Tenpenny Court Upstairs Network. If they do, maybe they can take it over (reduced or, if disruption is minimal, near its current rating.) Rewards could include a new enterprise, a cooperating crew granting control of another enterprise to them, and/or an increase in one of their existing enterprises.

In the last session I ran with gangs, the characters working for the Crows struck a massive blow against the Elegant Companion Tea House. Now the remains of that enterprise have been scooped up with new management from the Lampblacks, increasing their scope of operations and further diminishing the Red Sashes. Good work, gang!

https://fictivefantasies.files.wordpress.com/2011/07/enterprises-6-21-15.docx

So, regarding entanglements.

So, regarding entanglements.

So, regarding entanglements. How many happen? I like the idea that it is variable, as I believe it once was. I think the scale for engagement (0, 1, or 2) would be useful. But what would the dice pool be? Maybe I’m just missing where that’s written, but that’s pretty key.

I figured I’d write up a peek into how I handled a mix of prep and improv for my session, in case that would be…

I figured I’d write up a peek into how I handled a mix of prep and improv for my session, in case that would be…

I figured I’d write up a peek into how I handled a mix of prep and improv for my session, in case that would be helpful to others.

Last night I ran a session with a gang. I had no particular adventure prepared, because I planned to listen to the players by seeing what they picked for their gang (which communicates what kind of game they want to me) and seeing what details of their characters jumped out at me.

My prep consisted of using the enterprise system, and deciding that the Crows were going to make a move against the Red Sashes.

https://fictivefantasies.files.wordpress.com/2011/07/enterprises-6-9-15.pdf

The players decided to be Rooks (con men) and they wanted Resources (3 coin) and they wanted to work for Stella (intelligence/counter intelligence.) So, they wanted to run a con with minimal prep (but all the flashbacks they need) and move in some wealthy circles.

https://fictivefantasies.files.wordpress.com/2011/07/gang-generation-6-15.pdf

Also, I had an academic-focused fighter (against Red Sashes) and a crazy person who collected leviathan music. I had a noble connected to the government (but poor) and a whisper. And, finally, a lurk.

So I picked the Tea House as an ideal target, that took no time. Sir Myron was an NPC I already named and gave a couple traits on the enterprise sheet, so he’s the target. I made up some books that reflected leviathan song, to tie into the group’s interests and provide something they couldn’t easily get at without socially engaging. I put in a bunch of guards working for various nobles, and a whisper to counter the team’s whisper. (I decided she sees through rats, and riffed some details, to go with the spy theme.) I also made up a skull implanted in a plaster statue as a secondary target. And for spice, I added the head bouncer, a woman named Kerlew who was a one-eyed duelist. THAT WAS ALL MY PREP.

I had time to make this up while they were doing the meet and greet. I basically looked at how I could plug custom content from the characters into my existing enterprise target, aiming for the feel of an episode of Leverage.

The theme was decadent opulence, with the Red Sashes at home in their native environment. Drugs and sex and violence, but all attempting to be refined and tied to ancient tradition. When I needed to fall back to add detail, that was my well.

During the game, I connected Kerlew into the Dean’s background using a devil’s bargain. I put in several opportunities for the gang to leave their “fingerprints” and they took about half of them (but the Red Sashes will likely be too busy to take revenge–right?!) (P.S. I am really glad there is a fortune roll, it’s handy to provide more grist to interpret in situations that could go a number of ways.)

As the players set up their background efforts, that planted more hooks for me. That told me what they wanted to protect against, and how they planned to operate. So by the time the actual heist started, I had a hybrid of my ideas and their ideas and the main focus was on spotlight management to try and give every character chances to shine.

https://fictivefantasies.wordpress.com/2015/06/18/blades-in-the-dark-striking-the-red-sashes/

So, thanks to the players for providing great material and rolling with the fluid situation. Especially since the group had not played together before. Everyone got into the spirit of things and drove the heist to a great conclusion.

So that’s a peek into how I made myself tools to make improvisation easier with a group I had not played with before. I hope some of that is useful to you as you plan and run your own games.

https://fictivefantasies.files.wordpress.com/2011/07/enterprises-6-9-15.pdf