So, we had a vote for what would fill one of our rotating game slots on Mondays, and somewhat surprisingly, my…

So, we had a vote for what would fill one of our rotating game slots on Mondays, and somewhat surprisingly, my…

So, we had a vote for what would fill one of our rotating game slots on Mondays, and somewhat surprisingly, my Blades in the Dark proposal won. While this isn’t a huge surprise, since two of the players were also in my very successful Hawkers campaign (illegal gambling entrepreneurs!), so I suspect they rated Blades pretty highly. So now that I’m back thinking about a new Blades game, I thought I’d talk about it a little here. There are a lot of fantastic thoughts about Blades, but I’ve come up with a couple neat bits, and I’m particularly interested in asking what other GMs have done with certain parts of the setting.

First off, the group elected to go for a Bravos crew, which is a huge shift from the last group, who were all about subtlety, misdirection and stealth. So there is definitely going to be more combat this time around. They haven’t settled on all the details, but they did say they wanted to be the classy, PMC kind of Bravos crew rather than the street gang style. Which is fine by me. What has been particularly interesting is how they’ve dug into two aspects of the game that are very important, but somewhat lightly detailed (which is fine, more room for me.)

First is the Unity War. One of my players is running a Skov Cutter. In my setting, Skovland is a land of dark forests and hills, full of the dead and sometimes smaller, wilder settlements that use strange rituals to protect themselves, as well as larger, more Imperial-style settlements. So, dark Northern England I suppose, or the German Black Forest of Grimm Fairy Tales. My player asked me what the Skov was like, and I told him it was a lot of militias, guerrilla fighters who were dedicated to protecting their homeland, alongside noble warbands, who were more organized, better armed and better trained. So very feudal. The Cutter was a member of the personal warband of the Red Prince, son of the King of Skovland. Prince Ragnar “Firemane” Alaricsson was a hero of the people, and went around in supposedly enchanted full plate armor, and a greatsword. He was an inspiration to the Skov people. So when he was challenged to a duel by an Imperial captain, after years of seeming to be invincible, his warband was shocked when, after a desperate duel, Captain Elias Dockery of the 9th Imperial Rifle Pioneers shoved a bayonet through the Prince’s visor and killed him instantly. The warband broke, and the day was lost for Skovland. That, coupled with the assassination of the King and Queen shortly after, ended the war. Since my player was supposed to fight the duel as the Prince’s Champion, former comrades-in-arms are hunting him, including the Prince’s lover, the cold killer Mercy.

So what have you done with the Unity War? I feel that as a combat crew, coupled with someone who has close ties to that conflict, it will loom large in the campaign in a way that simply isn’t the case for my last game. What’s your favorite part of the Unity War and its aftermath that you added to your game?

Second, the Lost District. Not one but two of my players (the Hound and the Whisper), elected to have been from this part of the city. In my game, it wasn’t simply cut off after a plague devastated it. Instead, the district was in the grip of plague when part of the wall went down suddenly. Nobody knows exactly why, but some theorize a group of plague victims deep in the grip of the plague’s hallucinogenic symptoms broke open the tower and disabled it. Though considering how heavily armored and secured the Electroplasm Towers are, that would be quite a feat. The city’s Spirit Wardens, Sparkwrights and a team of Railjacks pulled off the trains threw up a cordon, but some people were caught in the Lost District, and then stranded when a new wall was put up. My Hound was a simple security guard who honed his skills and his experience as a former gunsmith’s apprentice to survive, while my Whisper was the sheltered daughter of nobility who survived by cultivating a natural gift for building relationships with spirits, demons and other strange phenomena. While they made their way back into the city, the current question about the Lost District is who will be put in charge of it. For years it has lain unsupervised, but the Governor’s Office has announced that a Steward will be announced soon, and many of the underworld elements are salivating at the treasure that could provide properly prepared criminals.

So what did you do with the Lost District? I know that it played a part in one of the games John Harper ran on Youtube, and I intend to keep watching that to find out more, but I would love to hear what other people have done with it.

Finally, any general advice for Bravos crews, managing combat and coming up with cool fights would of course be appreciated. I have some experience, to be sure, but I always find that talking through ideas can be quite helpful.

What factions have you made up for your Blades games?

What factions have you made up for your Blades games?

What factions have you made up for your Blades games? I love the Blades in the Dark factions. Sometimes I just flip through the faction section of the back of the book looking for inspiration for future jobs and intrigues. But there are gaps. I wouldn’t want it any other way. But Duskvol is a city of crime, and the entire place is divided up between different power players, so the fun is in coming up with new organizations to plague your players with.

So far I’ve mainly been focusing on Silkshore, since that’s where my players decided to operate from. I’ve mentioned the Furies before, a gang of ex-performers, artists, prostitutes and actors who came together for protection and ended up as a gang like any other. There’s also the Viceroys, who specialize in the street hustle, low-level gambling halls and fake psychic readings and spiritualism. Very much a quantity over quality bunch. And the book talks about the Silver Stag, the largest casino in Duskvol, but I also made them a faction, since the players will eventually be in direct competition with them. I decided it isn’t just a casino, but an entire pier, with its own chip currency, restaurants and entertainments, places to stay, courtesans and of course, plenty of gambling. I also created another rival casino, the Golden Tide, which is up-and-coming, but carving out a real niche in gambling on contests of sport, physicality and blood.

We’ve been playing Blades in the Dark for a couple sessions.

We’ve been playing Blades in the Dark for a couple sessions.

We’ve been playing Blades in the Dark for a couple sessions. I’m the GM and we did a session of investigation (since my players seized on an entirely different faction’s current goal) and then a score and a downtime. And things are going well. But one question popped up today as I was planning out some of my future sessions. How do you do “boss fights” in Blades in the Dark? Sure, they’ll always be scuffles and basic throwdowns against various backalley thugs and legbreakers, but how do you do a fight against a master swordsman? A towering bodyguard Hull? Bazo Baz, who my least fighty player has taken as his rival?

I love boss fights. I love unusual enemies with styles and gimmicks and I love a good fight scene, one that’s brutal and back-and-forth and people grab things and throw things and all that. How do YOU do serious fight scenes in your game?

Hello everyone!

Hello everyone!

Hello everyone! Big Blades in the Dark fan here, and I ran my first session last night. Things didn’t go smoothly in the pregame, since the players decided to be smugglers, so I prepared for a smuggler game, and then at the last minute swapped over to Hawkers, so I had to throw out all my notes.

Their plan is to essentially peddle gambling and vice. They want their own casino/sin parlor. Which is pretty cool, I’m totally for it. Right now though they essentially run a floating craps game in a bunch of alleyways, so long way to go. I’ve got a Hound who’s the former captain of the guard for a fallen noble house, a Lurk who used to be an Inspector, a Slide who specializes in infiltrating the upper crust despite his very low and humble origins and a Spider who used to be the accountant and planner for a now-defunct criminal organization. They’ve decided to work out of Silkshore, in an old paddleboat which can’t (currently) go anywhere.

Which has brought about good and interesting. I love the Blades in the Dark factions, but they lacked the sort of boots on the ground gangs I needed for Silkshore. Sure, the Crows, the Sashes and the Lampblacks (especially them, Baszo Baz is the Slide’s rival) are present, but I wanted some of my own gangs for the district.

So, I’ve currently got two gangs and two casinos for some higher level rivals. The Viceroys rule the street gambling in the district. In fact, their whole thing is the sort of Silkshore side entertainments. Their main issue is complacency. There are also the Furies, a gang made up of many former courtesans, performers, acrobats and entertainers of Silkshore, at first banded together for protection but now more criminals than protectors.

The Furies are also the ones the PCs paid off when they started their operations. The Furies had a clock about investigating the murder of a performer, the Alabaster, which I expected to go on in the background while the PCs carved out their turf, but instead our “heroes” decided to go right for it. So it wasn’t really a traditional job, but I was able to improvise pretty well. Still, going around investigating places isn’t exactly the Blades in the Dark way but we managed. It’ll hopefully lead to all kinds of darkness, criminality and maybe even our heroes controlling a theater!

Other interesting note. I ended up having to throw the Spirit Wardens in as the PCs investigated the murder. Since they aren’t super-detailed in the book I added some of my own touches. I gave them plague doctor masks, long jackets, tricorns and a surprising amount of physicality. PARKOUR! And the PCs picked up a clock for the attention of the Spirit Wardens, so that should be interesting.

All in all, a pretty cool first session.