I’m in the process of making some XP reminders for my Scum & Villainy group.

I’m in the process of making some XP reminders for my Scum & Villainy group.

I’m in the process of making some XP reminders for my Scum & Villainy group. They don’t always find it easy, at the end of our sessions, to recall all of their XP triggers. Additionally, I think little reminders to roleplay their backgrounds, traumas, etc. would be helpful.

There’ll be six for each player, which they’ll have in front of them as visual reminders, and eight for the ship (probably on the ship sheet). As they trigger XP during play, they’ll pop a stick into the mug. At the end of play, counting XP will be quick and memory-free.

This is the theory, of course. 🙂

I need some help, please.

I need some help, please.

I need some help, please.

In my S&V campaign, I’ve replaced the Hegemony with The Collective: hive-mind, humanoid beings each comprised of thousands of tiny, rudimentary AIs (grain of rice-sized). Borgy, but without the assimilation. They strictly control advanced technology (I turned Ur-artifacts into ‘Outlaw Tech’); they want things to stay the same, forever (fear of obsolescence, maybe).

As part of the story, I used the Vorex’s search for her sister as a plot point, and now I’m stuck, because I’m not at all sure why the Collective would have kidnapped her. I’ve got a bit of a mental block happening, and the reveal is tonight. 🙂

If anyone has any thoughts, I’d love to hear them.

Two things:

Two things:

Two things:

1) I’m not real tech-savvy. One of my Scum & Villainy players made a sweet drawing of their spaceship, and I’d love to get it onto the appropriate Ship sheet. Apart from copying it smaller and taping it on there (ugly, and system lines won’t point the right way) how hard would it be to graft a scan of the ship onto a sheet? I’ve got access to very little software. (I feel like I’m saying, “I want to install a prosthetic hip, but the only tools I have are screwdrivers and a garden hose.”)

2) I’ve asked about having a separate community for Scum & Villainy, and it was pointed out that it wouldn’t make a lot of sense to splinter the FitD systems. I tend to agree. I’m not 100% sure how hashtags work on Google Plus, but would their consistent use be a good way to filter posts about hacks?

In BitD, characters get XP for attempting Desperate actions rolls.

In BitD, characters get XP for attempting Desperate actions rolls.

In BitD, characters get XP for attempting Desperate actions rolls. Was it always this way? Specifically, did the designers ever think about granting XP for failed rolls instead (a la Dungeon World)?

How would this change the game?

Four sessions in, we finally played our first game of Scum & Villainy.

Four sessions in, we finally played our first game of Scum & Villainy.

Four sessions in, we finally played our first game of Scum & Villainy.

We’d played before, of course, but not really. The first session was the getting-to-know-you version, with players A, B, and C. It was character creation, lots of rules explanations and examples, and trying to move away from the classic D&D, “I roll Stealth.” I used the starting scenario from the v1.7 handouts and plopped the players onto rails. I stuck a progress clock in there, but it was clunky. I managed to avoid any vivid descriptions and the players avoided roleplaying. I forgot about position and effect a few times (until after the dice were rolled).

The second session had players A, B, and D, and got better. I started off with a little exposition to customize my galaxy a bit, and put the gun on the mantlepiece. I used small gang rules and we hashed out the differences between Consort, Sway, and Command. I still had the rails down, but the NPCs were better (and present) and I found time to describe a few things. Player A roleplayed, and B used their playbook ability and Attune a couple of times. Played D, new to the system, took the first Trauma when Chekov’s gun finally went off in the last scene. I remembered to introduce factions and to use the characters’ friends.

Third session was Players A through E, and was rocky (from my point of view). I had issues keeping everyone involved and in the spotlight, and the challenges I presented kept getting knocked down by great rolls. On the plus side, I had a couple more, and better, NPCs, I tied the job to a couple of players’ backgrounds, and we did Downtime at the beginning of the session to keep things exciting until the end. In addition, I finally got the train off of the rails (for the most part) and kept factions involved.

Last night, though, finally felt like we weren’t playing a learning game. I had a player roll for Entanglements the night before so that I could think about how it might lead to a job; it worked really well, involving both a +2 faction and a friend of the ship. We had Players A, C, D, and E there, but the episodic nature of the game made it easy to leave the missing character out.

I made a (in my opinion) creative handout for a little more exposition, which was received well. I reminded the players about XP triggers at the beginning of the session, and the roleplaying was more frequent and better than before. Position and Effect were easier to come up with and skills were getting intuitive. We used Flashbacks, Gambits, varied Load, individual player equipment, Assists, Set-up Actions, and Devil’s Bargains. I split the action up so the players had to divide their attention, and it was easier to move the spotlight around.

Finally, the players took a lot more responsibility for the story, coming up with unexpected plans and involving their Trauma and fictional positioning even when it made things worse for them (three of four players overindulged their Vices, one for the expressed purpose of hitting Wanted Level 1, which everyone loved). Everything just flowed better and felt more fun, and there was so much roleplaying that we had to pack it in before the job was done.

The players are looking forward to finishing the job next time, and to see what’s next. For my part, I can’t wait to get the final draft of the S&V PDF.

I just bought the Scum & Villainy PDF.

I just bought the Scum & Villainy PDF.

I just bought the Scum & Villainy PDF. I haven’t started playing yet, but I’m curious about a couple of things related to ships:

1a) In the full text, the Stardancer and Cerebus both start with a Training upgrade. In the player and GM sheets, though, they don’t. Which is right?

1b) If they do start with a Training upgrade, why doesn’t the Firedrake?

2) The Stardancer and Cerebus have a total maximum 13 system ratings in the full text (4, 4, 3, 2). The Cerebus has 12 max on the player sheet (3 engines instead of 4). The Firedrake has max 12 system ratings in both sources. Why the discrepancy?

3) Why does the Firedrake have a max Hull of 2 when it’s bigger than either of the other two options? Maybe I’m misunderstanding what Hull means in the fiction. (If you can’t tell, I’m pretty sure my group will be playing rebels of some kind, and I’m trying to anticipate their questions/complaints.)

4) The Personal Training upgrade on the player sheets is supposed to be Playbook, right?