I’m working on adapting Blades to the particular brand of Shadowrun I like to run and to do that I think I need to…

I’m working on adapting Blades to the particular brand of Shadowrun I like to run and to do that I think I need to…

I’m working on adapting Blades to the particular brand of Shadowrun I like to run and to do that I think I need to significantly alter the current structure of the game. I’d appreciate advice doing so.

So, in Shadowrun when you break into a corporate facility to steal/place/kidnap/observe and then bug out, Blades’ current structure works fine. But, for example, our last mission involved a two-week timeframe where the objective was to “convince” six members of a corporation’s board to vote a particular way.

If we were using BitD, there would have been half a dozen Scores with no Downtime in between, with how Blades defines Downtime. After all, you’re still on the clock, you’re still in the middle of a mission, you can’t go on a wild party or take a day off to gamble. The runners may well have Trauma’d their characters into retirement in that mission because there would be no traditional “Downtime”.

So, essentially the idea is to place a fourth frame over Score -> Downtime -> Free Play. The Mission. Within the Mission, you pull off Scores which contribute to the mission, then get Downtime recontextualised in the fiction as less time to go on a drunken bender, and more those breathers where things aren’t up to 11. Where you have a few hours, maybe even a day, to regroup. But you’re professionals, so I don’t see Vices as appropriate to the fiction I want.

And of course, Downtime consists of Heat and Entanglements (but not Payoff). Heat is less Blades’ traditional representation, and more Sprawl’s Legwork clock. Because after all, you aren’t running a criminal enterprise which the police are getting closer and closer to unravelling. You’re shadows that bleed into the darkness after the mission is over, the only time Heat matters is when the job is on. So after each Score of the mission, you attract more and more attention, but you have the Downtime actions to try to divert that attention away.

This is all my current speculation at the moment. I’d appreciate any advice on the subject. The main issues I see are when you do get more traditional single-Score Missions, as my current concept is to wipe the slate clean Heat, Harm and Stress, after each Mission ends. And if they’re only one Score, then it makes it feel like Harm and Stress doesn’t matter that much (although the threat of death and incapacitation certainly helps a little there).

Has anyone spent an extended span of time (a session or more) purely in what’s described in the book as “Free Play”.

Has anyone spent an extended span of time (a session or more) purely in what’s described in the book as “Free Play”.

Has anyone spent an extended span of time (a session or more) purely in what’s described in the book as “Free Play”. I’m trying to conceive of how well Blades would work in a scenario where “scores” are few and far between. I’ve had extensive experience doing the Score -> Downtime loop but not much with how long and how well Blades stands up during “Free Play”.

#watchthehorison

#watchthehorison

#watchthehorison  

So, while I squirrel away in the background on these weird mechanics called Hymns and Tears of the Gods (and try to come up with a snappier name than Tears of the Gods), I have some Actions and Playbook concepts for my peculiar Blades hack I’d like you fellows to look at and criticise to your heart’s content. So here’s the first little squirt of Watch the Horison (spelling intentional).

I’m currently thinking about taking out Attributes altogether in my hack.

I’m currently thinking about taking out Attributes altogether in my hack.

I’m currently thinking about taking out Attributes altogether in my hack. Resistance Rolls would function the same you would just roll an appropriate Action instead.

I’m only using 9 Actions so the purpose they serve in encouraging spreading out dots is already reduced but I’d like to get other opinions. Especially from John Harper. At what point in development did you introduce Attributes? What was your reasoning behind it?

With all these hacks on the horizon, I’m curious people’s opinion on the point at which Blades ends and a different…

With all these hacks on the horizon, I’m curious people’s opinion on the point at which Blades ends and a different…

With all these hacks on the horizon, I’m curious people’s opinion on the point at which Blades ends and a different game begins. Which mechanics are integral to the game in your opinion?

On a tangentially-related note, Blades has a degree of system mastery to it. Do you see that as characteristic of the core of Blades? Do you think more systemic depth or even strategy would spoil it?

After a very productive Session 0 where we learned about the criminal climate of Doskvol, its social stratas and put…

After a very productive Session 0 where we learned about the criminal climate of Doskvol, its social stratas and put…

After a very productive Session 0 where we learned about the criminal climate of Doskvol, its social stratas and put together an Akorosi regiment from the Skovlan Unity War that transitioned into smuggling highly-controlled medicinal products, we didn’t quite get to the Situation I was working on. But I’m eager to post it nevertheless. (Note: I had some trouble getting some fonts to embed properly.)

https://www.dropbox.com/s/lkcy9fyxxw4yroj/Situation%20-%20The%20Baby%20and%20The%20Boy.pdf?dl=0

Has anyone come anywhere close to dealing with the Emperor in any of their games? If so, how did it go?

Has anyone come anywhere close to dealing with the Emperor in any of their games? If so, how did it go?

Has anyone come anywhere close to dealing with the Emperor in any of their games? If so, how did it go?

The campaign is concluded!

The campaign is concluded!

The campaign is concluded! We decided upon an unorthodox way of finishing things and while it did not work perfectly in my opinion, it created some interesting results. We decided to use Fiasco to create an aftermath for the campaign. These were the rules I came up with on the spot (that didn’t work):

– Every time you get a 1-3, take a black die.

– Every time you get a 6, take a white die.

– Only the leader of a group action takes the die.

– You can take a Devil’s Bargain to just take a black die.

So, to provide some background: the Dark Roots have been pottering around Duskwall for about six months now, during which time a revolution has been brewing among the working classes and especially the Skovlanders. But different factions are divided between a fearsome brute called Ulf Ironborn and an apparent moderate called Brynna Skyrkallan, the charismatic head of the Skovlan Consulate. 

However, after making a Ghost Contract with Ulf Ironborn to bring Brynna Skyrkallan’s head to him, the Spider found out Brynna wasn’t a moderate after all. Some fast-talking and thirty flintlocks found the Dark Roots aboard The Blooded, a refurbished Leviathan Hunter vessel. Once they were out at sea, she revealed her intentions. Together with an expert on Leviathans and a former Leviathan Hunter Whisper, she was going to bind a Leviathan, take it back to Duskwall and use its power to exterminate the nobility.

We opened up on the first part of the plan, the commandering of a crew of Leviathan Hunters. Brynna’s plan was to talk them into joining her cause, but first she wanted the crew to plant bombs on their ship as insurance. So, they rowed out there to do just that, rolling a Crit on their Engagement Roll, so there was no one deck when they arrived. Flashing back to creating these alchemically-based but supernaturally-triggered explosives, unfortunately the latter did not go so well, so once they began to placement the Whisper noticed the presence of another below deck and it had noticed something as well.

So, they continue, but soon hear the hatch on the deck of the ship open with a thud and…boom, the Whisper on the ship accidentally triggers the explosive, sending the crew flying into the inksea. In this chaos and danger, our Whisper hears the eldritch screams of the Crawling Chaos inside its mind, offering it protection. The Whisper accepts, so the Deep Ones rise. They pull the Spider beneath the water while the Cutter tries to climb onto the Leviathan Hunter vessel and the Leech flees.

Wulf, the Cutter stares down the Whisper only to find a Leviathan Hunter’s electric sword slashing across his chest having blinked up from the deck below. They engage in a fierce contest reflecting an earlier climactic fight in the series, Wulf’s blood boiling with the rage essence vial, seeing the face of the Akorosi Captain who ordered his village burned in the Unity War. 

Meanwhile, the Spider begins to pull himself free from the Deep Ones, the Leech continues to flee and with the aid of the Deep Ones, the Whisper swims back toward the Blooded, brimming with the power of the Crawling Chaos. The Spider begins to climb the side of the Leviathan Hunter with Deep Ones close behind, only to find one slipped ahead of him in a fierce conflict with the Whisper who attacks it with spirits. The Spider unleashes a palm pistol shot which distracts the Deep One and allows the spirits to possess it, before turning on the Spider, grabbing him and bringing its fish-like mouth dripping with ichor to his as the spirits seek to travel.

Then we did aftermath. Wulf and Diablo, the Spider, rolled the most, so they got the most dice, so they got the highest results. Although to be honest, they also rolled a preposterous amount of 6s. Meanwhile, the Leech rolled a few and ended up with an average result while the Whisper only rolled twice in the whole game and got the second to worst result.

In retrospect, I would have likely taken a more Fiasco format for the final session with the rules of Blades in the Dark but a scene-like structure.

In any case, the aftermath painted a tale of Vizard, the Leech, managing to get back to Duskwall alive and with the Dark Roots mostly intact. 

Diablo, with a considerably better result, began by having his Ghost Contract power further imbued by the spirits, its magicks fighting off possession, before he got his arm chopped off. Eventually he got back to Duskwall, lead the Dark Roots from victory after victory, ultimately conquering the Crow’s Foot, then renamed the Dark Root.

Wulf, with the best result, was immediately impaled through the chest by a Leviathan Hunter sword, only for his death in battle to be honoured by Fenris. Imbued by the power of his God, Wulf’s dying moments were of great power and violence, slaying most of the crew of the Leviathan Hunter ship before he fell. After that, he was made a vanguard angel of his God, guiding the Skovland people toward reconstruction after the Unity War.

Finally, with the worst result, Shadow’s one white die lead it back to the Blooded, to destroy the 100 gallons of whisper blood on board necessary for the Leviathan Binding ritual before slaughtering most of the people on board including Lord Scurlock, the man who had kept it as a bloodslave for years. Then, the Deep Ones took Shadow below the waters. Made the Avatar of the Crawling Chaos, Shadow would rise again eventually, but it was not yet the moment.

We adored our time with Blades in the Dark from the first version we played to the last. Thanks to John Harper for creating such a great game. I’m sure we’ll come back one day to fight over the Dark Root again, hoping that it isn’t yet time for the Avatar to rise.

So, our protracted love affair with Blades in the Dark is coming to a close after almost twenty weeks after many…

So, our protracted love affair with Blades in the Dark is coming to a close after almost twenty weeks after many…

So, our protracted love affair with Blades in the Dark is coming to a close after almost twenty weeks after many dark, dirty, rough…adventures, a dizzying number of playsets and a delicious amount of misery. It was a doomed love, in the end, as you might imagine. In case this was unclear, I had a terrific time playtesting this game from the start and I thoroughly intend to make the finish just as terrific.

Getting to said finish! Our last few sessions (that I’m sorry I did not tell you all about)  have indicated that there is revolution brewing in Duskwall. At the forefront are two figures, Ulf Ironborn and the Trotsky to his Stalin, Brynna Skyrkallan. Both have very similar and familiar objectives, at least, as far as they claim: lead a worker’s rebellion and seize the means of production from the bourgeois imperialists yadda yadda yadda. But to the outside observer, Ulf is a vicious brute and Brynna is a sensible diplomat.

Last week, the group was hired to steal an item from the cellar of the Canal Dockers’ meeting house, where they were discussing the revolutionary idea of forming a union and also who to throw that union behind. As the group quickly discovered, they were behind Ulf Ironborn, who a player volunteered with a Devil’s Bargain to show up, discover one of Brynna’s spies, snap his neck and then turn on our Spider. So the Spider Ghost Contracted him. If he let him go, he would bring him Brynna’s head within 7 days. Ulf agreed.

Cut to this week and after some investigation which lead to discovering the Grinders were repairing a decrepit Leviathan Hunter ship, that Brynna was going on some secret voyage outside of the city. One that she said “would change the city forever”. Only after they agreed to join on the trip (the only eventuality that would lead to her volunteering to go to Ulf Ironborn and “bring her head”) did she tell them the plan.

She, together with a former Leviathan Hunter-Whisper and 100 gallons of Whisper blood (provided by Lord Scurlock who was tagging along on board as an “interested observer”) intended to go out into the sea, cause a mutiny on a Leviathan Hunter ship, recruit them to her cause, go further out into the sea, perform a ritual to bind a Leviathan, then go back to Duskwall with it, sink Whitecrown, in her own words, “exterminate the nobility” and then return the city to the hands of the workers.

The conversations that took place this week were brilliant. There was much discussion about the nature and consequence of revolution, and much avoiding the subject of Brynna being a hypocrite in trying to pretend she was somehow “better” than Ulf. 

I am really excited to find out how this all plays out! I love it when a campaign comes to a close like this and you really feel like you can do anything.

But I’m curious, for those Smugglers out there and really anyone who has done multiple Scores while on the move, any tips for handling Downtime?

“How An Entanglement Roll Defined the Very Nature of The World”

“How An Entanglement Roll Defined the Very Nature of The World”

“How An Entanglement Roll Defined the Very Nature of The World”

So, weeks and weeks ago, the Dark Roots, a Tier 0 Crew, decided to pick a fight with the Leviathan Hunters (I believe I recounted the tale on here) for various reasons. Needless to say, it did not go terribly well, but the important part is, Wulf, the Cutter, actually fought on even footing with a Leviathan Hunter (sort of two although the second one was just kind of standing around) for a while before retreating. We rolled Entanglements as usual and got Demonic Notice. 

Turns out, a water daemon called Orca observed this happening, appeared before Wulf and offered him a bargain: he kills Arrik Hague, the only retired Leviathan Hunter in the city, and he will provide his service to Wulf. Wulf accepted and got branded by Orca. At the time, I did this minutes after we finished the Score and had no idea what was going on here: why the daemon wanted him dead, why he was the ONLY retired Leviathan Hunter, etc. etc.

Cut to weeks later and they finally decide to deal with this Arrik Hague. Queue lots of Gather Info Downtime Actions. They learn that Arrik Hague goes to the Devil’s Tooth, a pub in Coalridge, every night of the week, drinks, goes home. Every Thursday, a strange woman in a robe visits him. They learn this woman is, in fact, Lady Councillor Adele Delera, who they had crossed paths with before (they burned her house down) and for some reason, she is giving him cash. From observing him in the Ghost Field, the Whisper notices he has this strange mantle of black fire…

By the way, still, I have no idea what’s going on. The only thing I came up with in advance was that Delera visits him every week. 

Then, my players start rapidly speculating. Are Leviathan Hunters human? Is there something that Delera wants him to keep quiet about? And, of course, why is he only retired Leviathan Hunter? These were just a few among others, none directed at me, all giving me a lot of immediate food for thought.

Going into the final plan, which ended up just being “rush him” in essence, I put 75% of the credit to my players for me having such a clear picture of WTF was going on.

You see, the Leviathan Hunters have a dark secret. Taking one page from the Grey Wardens and another from the Jem’hadar, they are addicted to Leviathan Blood. It’s what gives them their almost supernatural prowess (my Whisper decided that each individual one was “the main character of Skyrim”) and it’s what keeps them in line.

The most interesting part however, is that after a certain period of Leviathan Blood consumption, when a Hunter dies, they turn into a demon. I haven’t decided whether all demons were Leviathan Hunters (or people who consumed Leviathan Blood) but Orca definitely was. I’ve also not decided how Leviathans relate to this…maybe they were once human…

But, even down to becoming a demon, every Leviathan Hunter is cursed with silence. They cannot divulge a word of the true horror of their fate. But! Arrik Hague learned how to break that curse. And that is why he had a Councillor buying his silence. As for why Orca wanted him dead? Well, that should be obvious. Arrik Hague has consumed Leviathan Blood far longer than any Leviathan Hunter who has ever lived. But in order for one to find out what that might mean, well, he has to die.

Questions!

1) How do people create compelling and challenging foes? With Arrik Hague, I set him up with a 8-segment “Defences” and another 8-segment “Flesh” but the players pretty much tore through him right up until the end (when one player got stabbed through the chest and another got turned into a pile of ash). When they roll 6s, it doesn’t seem to matter whether he’s an actual Leviathan or a street urchin.

2) Are healing clocks always 8-segments? With the pile of ash, myself and the player agreed that he would just die on a Desperate “snake-eyes”. With the stab through the chest, I asked the player to resist Fatal Harm. He reduced it to Severe Harm. But that’s an eight segment clock. At most he could fill 4 of that clock (he filled 3). Does that mean he still has Severe Harm and is essentially out of action next session?