Me and the Friendly Fire TV crew will be back at it tomorrow at 6:30PM PST with session 6 of our campaign.

Me and the Friendly Fire TV crew will be back at it tomorrow at 6:30PM PST with session 6 of our campaign.

Me and the Friendly Fire TV crew will be back at it tomorrow at 6:30PM PST with session 6 of our campaign. Should be heading into score number 2. A few of our players have got their first advancement so come check out what new Special Abilities they have chosen. twitch.tv/friendlyfiretv

Hey everyone.

Hey everyone.

Hey everyone. Im curious to get some input on how you guys use Position in order to get different outcomes based off dice rolls. From my understanding the main thing is consequences for not getting a perfect six get more substantial as you go from Controlled, to Risky, to Desperate. My concern and the concern of my players is that something might start to feel more like a failure than a success. If my player rolls to attack someone, and they roll a 5, from a risky position they might not only not kill the guy, but get harm as well. Or am I reading that the wrong way? It seems as though the statements “You do it but…. reduced effect” seem a bit contradictory. What do you all think of how to judge position/effect?

I am really loving how my groups campaign is going. Only on session 4 and so far we have

I am really loving how my groups campaign is going. Only on session 4 and so far we have

I am really loving how my groups campaign is going. Only on session 4 and so far we have

1. Argued about if it is OK for one of our whispers to have a ghost possess an unconscious party member to get them back to the hideout

2. Had the Cutter beat a man to death with another man.

3. The Slide convinced the Red Sashes the entire crew were recruits

4. Whisper forced a spirit out of a just killed thug in order to due his bidding.

5. The Cutter coated his knuckle dusters with ecto-plasm in order to kill said ghost again.

6. Said cutter went berserk and to a trauma due to beating a ghost to death.

So you could say things are going well.

https://www.youtube.com/playlist?list=PLpP2cR_XVCI9FOsaP6u87OT_oTBDn6zn1

https://www.youtube.com/playlist?list=PLpP2cR_XVCI9FOsaP6u87OT_oTBDn6zn1

https://www.youtube.com/playlist?list=PLpP2cR_XVCI9FOsaP6u87OT_oTBDn6zn1

Here is the playlist of my groups current campaign. We would all love for you to check it out and if you have any feedback all feedback is appreciated.

https://www.youtube.com/playlist?list=PLpP2cR_XVCI9FOsaP6u87OT_oTBDn6zn1

Hey im thinking about trying to make a hack for Blades set in the Wild West.

Hey im thinking about trying to make a hack for Blades set in the Wild West.

Hey im thinking about trying to make a hack for Blades set in the Wild West. Crews of old west outlaws sounds dope as hell. If anyone is already working on such a thing id love to know. 🙂

Hey yall.

Hey yall.

Hey yall. So we did our first session last night and one of the biggest questions we all had is in regards to combat. The other issue we had is in regards to planning.

Question 1:

The rules arent very specific as to how exactly combat is supposed to flow. With my background in other RPGs it was really easy for me, and also for my players to automatically fall into the typical initiative style play. Without rolling for initiative that is. So my question is how do you all end up handling combat? Is it just a group action? How do you prevent it from feeling like the characters are just trading blows with the NPCs?

Question 2:

The other thing that ended up happening is during planning, everyone started to fall into the trap of trying to plan everything out during planning, instead of just picking a plan type, and jumping into the action. How have you guys found is an effective way to maintain the quick and easy way the Blades planning system is supposed to work, while while allowing your characters to feel like they can set up something cool before hand. For example I had one player who wanted to be able to have a Red Sash uniform to use to sneak into their treasury. How muck setup should be allowed during planning, and how much should be flashbacks?

Loving the game so far, and look forward to playing more.