Some questions after a session with #theMalkavs :

Some questions after a session with #theMalkavs :

Some questions after a session with #theMalkavs :

Since Vice is an effect roll, can they add item die to their downtime vice roll?

The thieves crew took Chosen by Blood ability from the kickstarter Cultists example crew sheet. This sample is from before the resist/effect differentiation does the bonus die applies to both effect and resist rolls now?

Some illustration I made to practice on a tablet.

Some illustration I made to practice on a tablet.

Some illustration I made to practice on a tablet. Completely amateur, specially on digital, so don’t bash me too hard. 

Nienna the Lurk (played by Mariana), one of  #theMalkavs , using her shadow vials and sneaking out with some noblewoman jewels. 

Facebook tells me today is John Harper’s birthday.

Facebook tells me today is John Harper’s birthday.

Facebook tells me today is John Harper’s birthday. If so: Happy Birthday to a great game designer!  Hope you get as much of what you give to us gamers. 

#HappyBirthday ,  #NotAtAllCreepyFanboyism

Having played a couple of sessions I think I have some.

Having played a couple of sessions I think I have some.

Having played a couple of sessions I think I have some… analysis? observations? ramblings? Dunno, ideas I guess, about Blades in the Dark. I’ll need some extended play to actually come up with substantial feedback for the overall game, but for now I have something that might worth a reading. My take after some sessions of play:

(Also: the g+ community exploded since the game got funded [yay!] so I couldn’t keep up with all posts. I apologize if I’m being reiterative. This comes from my own experience and is a completely personal take on the game). 

We ended one session early, the guys had taken up a lot of stress this and last sessions (two of them even got trauma) and we wrapped up arguing about stress (or discussing, something in between). Some neat takes came from there (specially from Uriel and Diego, I’ll expand on that later), but one of the ideas that formed in my head from that argument was that the game is not about characters, its about the crew. Trauma might take your character away, he might even end up as a cool contact in the future, but the crew? The crew goes on. I think that vice overindulgence, gang mechanics and trauma support this. There are rules that complement the idea of a player having more than one character. Hell even coin is managed as a group. So:

THE SCORE AND CREW GAME

I started to notice that we were playing two interconnected but markedly different games. Every score has its own set of priorities, challenges and rewards. Action and Effect rolls, Teamwork rules, etc. This is the score game, an inside perspective of the adrenaline fueled lives of a scoundrel. S**t blows up, blood is drawn and characters dodge the bullet, come up victorious or die trying.

But then there’s the crew game. Development, Downtime and, specially, Tier and faction status rules. This is when you zoom out and get to play a bigger game. The crew is a low-level character struggling to reach true “movers and shakers” status. The players speculate who they’re going to help and who they’re going to screw, deal with the fallout, get contacts, get intel, move the gears inside the Duskwall clock. 

And here’s where it gets interesting: both games form a virtuous circle.

Lets start from the beginning: we five guys get together to survive in the streets of Duskwall through the dark arts of thievery. We move contacts, get a neat spot, and are approached by the Crows, they run the district, they are cool, they are powerful and above all, they are not starving. We want that, we will get there someday. But there are bills to pay, so we plan a score. Things get rough but we get some decent coin out of it and some minor entanglements as fallout. Not enough to rule, but enough to eat another meal.

Things move around us, there is a war in Crow’s Foot, people start asking us favors, we form contacts and hell, maybe we could get somewhere with this. We have to help this guy, Baz, he says we have future.

So we play the score game, things happen, people are killed, favors are earned and paid, ghost haunt us, coin is spent. But we don’t live in an isle, we make enemies and allies, we have s*t to take care of, we have a goal, we are playing the *crew game.

The cycle is: we start a score, the score introduces new elements in the fiction, those elements affect other factions, those factions react, we try to take the most of this reactions and climb the tier ladder, it affects other factions, we have to deal with it so we make another score… S**t happens.

*Score game -> Crew game -> Score game *

Why this is awesome? Because the game ensures that player actions MATTER. They affect directly and deeply the game setting. By zooming in and out in scope we as a gaming group form together a snowball of adventures.

Again, I have to play extendedly to see how this develops, but if I have to take something from Blades in the Dark, is how it addresses the issue of players having an impact on the game world. I think this is my feedback. What you think?

Yesterday we had a neat session with #theMalkavs

Yesterday we had a neat session with #theMalkavs

Yesterday we had a neat session with #theMalkavs . I came up with some observations I’d like to post later, but for now questions:

This one needs a little context:

Nienna the Lurk had a bad streak of action rolls, going from controlled to risky, from risky to desperate and from desperate to desperate again but then Mariana decides to use Nienna’s silence and shadow vials on this last re-roll. I rule that since the situation changed (now she’s in a totally darkened and silenced room) the position changes upwards to risky (instead keeping with desperate again). Is this valid or am I stretching the position rules too much?

This is hard to explain. Lets say a score stretches two sessions: 

When taking the character advancement questions, do you tick advancement for situations that came up in the previous session and were already ticked or the character already got all they could from those situations and would only advance from new challenges?

I’d say that they can only tick once for every situation they meet on any particular score, the idea is that the advancement questions try to have the players pushing their character to new adventures and dangers. 

Crew advancement: can an enterprise count as an score and as a sidejob? the Malkavs had an entanglement that had them give a favor to an Inspector and wound up stealing some valuables on the side, so I rule that it was both when advancing the crew. Valid? 

Diego found a game bug! Or not, but definitely something exploitable:

Diego found a game bug! Or not, but definitely something exploitable:

Diego found a game bug! Or not, but definitely something exploitable:

Salik, the Hound takes the Detached special ability (-1d to an action roll to clear 1 stress). Now he can test an untrained action with only 1 die (instead of taking the worst) + clear 1 stress! Ultracombo!

#theMalkavs  

We just used the new Development rules with #theWarts . I’m really happy with the results.

We just used the new Development rules with #theWarts . I’m really happy with the results.

We just used the new Development rules with #theWarts . I’m really happy with the results. 

Also now there’s a haunted library guarded by possessed librarians that holds ancient texts from the first days after the Cataclysm. 

I wanted to take time to thank John Harper for having answered our questions so thoroughly, speaking for myself and…

I wanted to take time to thank John Harper for having answered our questions so thoroughly, speaking for myself and…

I wanted to take time to thank John Harper for having answered our questions so thoroughly, speaking for myself and the guys here in Runas Explosivas. A thousand and one thanks John, great interview.

http://www.runasexplosivas.com/2015/04/tirada-de-diplomacia-john-harper.html