Hey Scoundrels.

Hey Scoundrels.

Hey Scoundrels.

Had a question about the mechanical interaction of two of the smuggler special abilities and wondered what you’d make of them. In question:

Like Part of the Family: Create one of your vehicles as a

cohort (use the vehicle edges and flaws, below). Its quality is equal

to your Tier +1.

All Hands: During downtime, one of your cohorts may perform

a downtime activity for the crew to acquire an asset, reduce heat,

or work on a long-term project.

Would taking both of these special abilities mean that your vehicle would count as cohort allowing it to take downtime actions during downtime? If so, how would you play that out fictionally?

Cheers!

Hey Blades

Hey Blades

Hey Blades

Just come away from a great first session with a new group. I’ve recently turned some friends onto the metaphorical crack of rolling dice and doing silly voices, and BitD really got their creative juices flowing.

We ended up with a The Everyn Trading company, a crew of ‘professional’ smugglers. It was a whole mess of fun. I’ll try and post the play report at some point. I ended coming away with reams of questions from play that I thought I’d share/get your thoughts on:

– Smugglers seem to interact with Duskwall in an inherently different way than other gangs do; by their nature they need to cross boundaries. At first glance this has them going much further afield than your average thief/breaker (across lighting walls / into the void sea / on the rail lines).

Can smuggling work entirely effectively within Duskwall? What boundaries exist within the city? What’s taboo/illegal/frowned upon? Can you smuggle between wards/turfs? Can smugglers be the illicit equivalent of a man with a van for other gangs/spirits/other weirdness?

– The vehicle they chose was a old ex-fishing skiff, which raised some interesting questions about Duskwall’s canals.

Do the Bluecoats have patrol boats? What sort of control the Gondoliers/Canal Dockers have? Who owns the water? When you gain turf/smuggling routes could that be a controlled section of water your gang owns? Are there other watercourses around Duskwall (vast cyclopean sewers from an age before)?

– When determining starting faction status, we ended up with +1 for the Bluecoats and the Inspectors (one had done some bounty work and the other was related to an inspector). When we rolled entanglements, someone’s contact got rolled by the Bluecoats. How can the characters leverage their faction status with them to make sure the interrogation goes their way?

I ended making a quality roll for the contact. In this case, does a +1 give them the opportunity to lean on their Bluecoat relationship to interfere? Is that an action roll [sway/consort/command] or would you modify the quality (major advantage?). How would you run it?

I suppose it all comes back to the fiction. If there’s a mark on a sheet, that

means something. +1 with Bluecoats comes from a character’s relationships, so who are those people? What went down? Can they help without risking their own neck? What do they want?

Also could wanted level deteriorate these relationships?

This got me thinking about gang leadership. Conceptually could you have a situation where a gang is pretty chummy with the crew whilst their leadership actively wants them fucked with? Who’s loyalty wins out? Sounds like a potential power keg around leadership.

Stream of consciousness over. Thanks.

Need some inspiration for leviathan hunter slang?

Need some inspiration for leviathan hunter slang?

Need some inspiration for leviathan hunter slang? Managed to find this interesting little list in the Royal Naval archives.

Personal Favourite:

To marry the gunner’s daughter – “An old naval expression meaning to be laid over a gun to receive a thrashing.”

http://webarchive.nationalarchives.gov.uk/20090127182544/http://royalnavy.mod.uk/training-and-people/rn-life/navy-slang/covey-crump-(a-to-aye)/

Looking to have a play-through of the new QS (around 1-10 sessions). GMT/London based. Looking for 3-4 players.

Looking to have a play-through of the new QS (around 1-10 sessions). GMT/London based. Looking for 3-4 players.

Looking to have a play-through of the new QS (around 1-10 sessions). GMT/London based. Looking for 3-4 players.

My schedule can be erratic but I think I’ve got the time over the next couple of months. Mostly evenings on weekdays and some weekends. GMed some of the earlier versions of the QS last year. New stuff looks exciting. I’m a keen bean.

Finally got to run a session of Blades the other day.

Finally got to run a session of Blades the other day.

Finally got to run a session of Blades the other day. I’ve had great feedback from my players and I had a lot of fun putting on a plethora of questionable Cockney/Scottish accents. I’ll probably do a play report soon, but wanted to get some advice on managing obstacles.

We reached a point where the crew had infiltrated a distillery and needed to secure their way into an office, which was guarded by patrols of thugs. For this I opted for a 6 segment clock – reasonable difficulty but not super hard.

The crew ended up taking 4 action rolls to overcome the obstacle, avoiding any danger each time (6 – 5/4 on controlled).

– 1 Stalk roll to find the pattern of their movements = 2 effect

– 3 Murder rolls to eliminate the guards – 2 effect, then 1, then 4.

They justified every roll as controlled, as they were going slowly and methodically and they had narratively scouted the guards out beforehand with the Stalk roll. However this feels like it may have been a little too straightforward/nice to the players.

As a GM should I feel I probably should have introduced Soft Moves (to use the *World term) to change the scenario at some point and perhaps tried to enforce that going more slowly might lead to more Risky moves the longer they continued the same course there.

How to you handle situations like that? Players avoiding danger but acting with diminished effect for multiple rolls. Are multiple rolls an inherently bad thing?