Loving pretty much all the great work put into the final for hackers!

Loving pretty much all the great work put into the final for hackers!

Loving pretty much all the great work put into the final for hackers! The changes I’ve read so far are all well-intentioned and crafted, particularly the Changing the Game section (p.231-235) and the clarifications and references to the Magnitude rules. <3 <3

I thought this supercool art (as seen on RollPlay Blades) was going to be in the book – and maybe just maybe some of…

I thought this supercool art (as seen on RollPlay Blades) was going to be in the book – and maybe just maybe some of…

I thought this supercool art (as seen on RollPlay Blades) was going to be in the book – and maybe just maybe some of the pages were full color. Guess I was just wrong on both accounts.

In light of this, I am interested to know John Harper: Were these done specifically for the show? Or just.. pieces you had done but couldn’t include? Something else?

[EDIT Jan 29: FILLED again]

[EDIT Jan 29: FILLED again]

[EDIT Jan 29: FILLED again]

[EDIT Jan 29: 1 spot BACK OPEN]

[EDIT: FILLED]

Looking for 1 player for a session zero in about a week. I like campaigns and I have three players already who are open to that, and talking about what kind of crew to build and all that together. So, session zero.

We have two players coming in with new characters, and a third whose character has a cool backstory I want to try and use – another premise than the Starting Situation provides which would make a good setup for a haunted Breaking Bad sort of thing. Or.. we just start anew with the starting situation.

* Time: 3am UTC/10pm EST. This can vary by an hour in either direction.

* Day: Mondays or Tuesdays EST. All of us are flexible on doing this either of those nights, to the point that it can be whichever one works best for everyone each week (preferably. Every other week also ok).

* Table Experience: Each player has varying levels of experience, one having played Blades only 4 or 5 times, another who has GMed a few games and played only once, and another who played one of my Blades hack which I GMed for 17 sessions. I GMed my 36th session under this game system the other day, and have played a few games myself, and hope to bring another into the dark underbelly of Doskvol.

* Possible Story Seed I mentioned: With his former company, the Catalyst took a deal from Lyssa to murder Baszo. The alchemist synthesized some black lotus into demon crackrock, intercepted the Lampblack’s drug clientele, and kidnapped Baszo instead.

– What of the Lampblacks? And what was Lyssa told?

– Does Baszo get slumped (he was drugged up, and – after much struggling – chained to a chair after all, helpless as can be)? If so, what of his ghost?

– And what about the deal the Catalyst made with a Brightstone noble but now lacks a crew to fulfill?

Everyone is pretty much down for whatever, so come along and help us decide what we are going to get into.

Relocation and Operations Abroad

Relocation and Operations Abroad

Relocation and Operations Abroad

I think the tier/rep/heat could use special handling when the crew operates outside the city. The way I see it, these figures are for Doskvol, and while in places far away from that, the numbers would be lower the smaller the crew is (the new city’s underworld probably hasn’t heard of them if they are too small, and the authorities probably don’t know them either if they move far enough). But how much lower?

I don’t want to create a separate rep/tier tracker for each city, so I am considering this as a way to handle rep for crews who do this:

Tier and hold applies to the area in which your crew holds their base of operations (typically Doskvol). To a lesser degree, hold and tier applies to the rest of the world too; however, when the crew moves its base of operations to a new area, set hold to weak. If it’s already weak, instead reduce tier by 1.

For heat:

_A move outside the city counts as reducing heat. For the quality of this action, start with 5d and subtract the crew’s tier (larger, more powerful crews have a tougher time lowering their heat through relocation).

Thoughts?

The text directs us to ask: Who do you trust the most? Who do you trust the least?

The text directs us to ask: Who do you trust the most? Who do you trust the least?

The text directs us to ask: Who do you trust the most? Who do you trust the least?

Then I had an idea for a limit break kind of thing for a hack I am writing.. but sort of like a connection builder too.

EDIT:

Choose one of these PCs, and create an 8-clock, “Familiarity (Alizon/Bryll)” on your sheet for your relationship with them. If you and another player choose each other, one of you makes a 4-clock instead.

Mark 1 tick on this clock for a result of 4, 5, or 6 on a teamwork action with that character, or 2 ticks for a Crit. When the clock fills, you may clear it to take a teamwork action with this character that breaks the rules in the following ways:

* You may roll a teamwork action using separate actions. “Alizon whips up a frenzy of spiritual energy [Attune] to inflict a devastating assault with Bryll’s dagger flurries [Skirmish].” Basically, you can roll your best actions together without a setup action.

* If you push yourself during this action, then it only costs 1 stress. If it was a 4-clock, you both can push yourself for 1 stress each.

Afterwards, the one targeted by your clock (both parties if it was a 4 clock) must choose to accept or refuse your Familiarity. If accepted, then they describe what deeply held secret, belief, or drive you realize about them, and you permanently (until revoked) gain the benefits listed above when working with them.

You may voluntarily revoke this Familiarity in-character at any time. When you do, choose one: resist their last action as if you rolled a crit (clear 1 stress) – revoke their Familiarity to you.

Note: Generally, you cannot revoke another PC’s Familiarity once accepted without also losing your own – though it may fade on its own for either party as circumstances change.

Just thought I would voice the opinion that I like the change to Resilient.

Just thought I would voice the opinion that I like the change to Resilient.

Just thought I would voice the opinion that I like the change to Resilient. Also, I noted the recovery example on p.21 references this ability and the example does not reflect the recent change

If a player declares a heavy load and have 6 items marked, can they carry more without dropping things (ie fictional…

If a player declares a heavy load and have 6 items marked, can they carry more without dropping things (ie fictional…

If a player declares a heavy load and have 6 items marked, can they carry more without dropping things (ie fictional limits are the actual restraint on what can be carried), or is 6 meant to be the hard limit?

RE: Scum and Villainy Stras Acimovic

RE: Scum and Villainy Stras Acimovic

RE: Scum and Villainy Stras Acimovic

Q: When does the ship run out of power for all the ship technology being used in a ship-to-ship scene (or.. does it)? Like if the ship uses deep range scanners, then makes a long range encrypted transmission, then fires weapons, And uses its shields.. can the PCs then also use their jumpdrive to make a getaway without any hindrance?

Should I handle a journey through the Deathlands with a transport plan or a long term project?

Should I handle a journey through the Deathlands with a transport plan or a long term project?

Should I handle a journey through the Deathlands with a transport plan or a long term project? or maybe some combination of both? My love for Dungeon World makes me want to do this, and give PCs roles like trailblazer, resource manager, and scout. Or at least, challenge them with these things as needed.

Suggestions welcome.

EDIT: My instinct is a long term project composed of little Transport plan scores. And to drop in the beats of downtime for camp. Previous results and distance from the next settlement being the main factors in the engagement rolls for each leg of the journey, and 1-3s being a desperate roll to avoid an encounter or complication

I know I’ve seen it before, but I think it deserves revisiting now.

I know I’ve seen it before, but I think it deserves revisiting now.

I know I’ve seen it before, but I think it deserves revisiting now. I have been playing since v3, also watched Six Towers Gang/the Bloodletters AP.

* Scurlock is a Tier III

* Crews can be Tier III, eventually

..and as of v7 or so..

* Citizens of Six Towers is also a Tier III

Scurlock is, by all accounts, just one nefarious vampire. Citizens is (I would guess) all of the people within a neighborhood. The text gives values for “scale of that faction’s gangs” as 10, 20, 40, or 80 people (for Tiers I, II, III, and IV respectively). Which gives rise to my question: When are those figures actually meaningful and how should I use them in play?

Also: I have been using it as a general “they have the influence and capabilities of this many criminals” but other interpretations arise if you use a very literal reading of the text while hunting for an answer one can use across the board: that the value indicates the size of the entire gang even though it says “each” and “gangs” and also says “per gang” OR literally each of the faction’s gangs is that size, and that there might be multiple of them but there is no telling how many