We’re so fucked!

We’re so fucked!

We’re so fucked!

Originally shared by Robert Bohl

I played my second session of John Harper’s Blades in the Dark last night*. We had our first failed job. Our Whisper accidentally let loose a demon on Coalridge, and the Spirit Wardens were about to bomb the shit out of the district, killing lots of people. We went in with weapons designed to kill demons, which were summoned from the corpse of a slavers’ accountant that our Cutter created to need. We fucked up our engagement roll and wound up caught in the crossfire between demon cultists and the Spirit Wardens. We snuck out, and into a confrontation with the demon, which went utterly to shit, with two of the three in the team being left behind with the demon, and my Slide fucking off to safety.

This was a minorly irksome mission for me. There wasn’t much for my Slide to do. She did some recon and discovered an easy score that we could hit while we were in the district dealing with the demon, but we didn’t have enough time to get to it (so I kinda wasted everyone’s time looking for it, though I can follow it up later). I also went into this not knowing how bad it would be to face a demon, but I decided my character was willing to help out a former military buddy and current crewmate for a fuckup. But there was basically nothing we could’ve done about it, even if I had been of some use. Demons are powerful.

I overstate. I was of some use. I distracted the demon momentarily by pretending to be running from my friends, which got the Cutter a (useless) shot against it that wouldn’t have otherwise been possible. And at the end, I tried to Sway the demon to let the Cutter and me go, pointing out that he had the Whisper who was the cause of all this. He allowed me to run, but didn’t let me take the Charming (the Cutter).

So it’s weird. It was a little frustrating, but it was also an interesting story, and the frustration may have been perfectly right for what my character should’ve been feeling. And it puts us in a very interesting story position I have no idea how we’ll get out of.

(The image is my character portrait for my Slide, Willoughby, who lost both husbands and all her children to the war.)

* If you ever want to watch, we play on most Sundays in the evening (Eastern time) at https://www.twitch.tv/actualplay

The Wobbegong Crew will be back to their smuggling ways over at the Actual Play Twitch stream with Sean Nittner,…

The Wobbegong Crew will be back to their smuggling ways over at the Actual Play Twitch stream with Sean Nittner,…

The Wobbegong Crew will be back to their smuggling ways over at the Actual Play Twitch stream with Sean Nittner, Robert Bohl, Jason Bowell and me!

We’ll be on at a little after 9PM EST.

https://www.twitch.tv/actualplay

In which the Hellspawn steal a briefcase from an Imperial Agent, talk to the Dimmer Sisters about some lost muscle…

In which the Hellspawn steal a briefcase from an Imperial Agent, talk to the Dimmer Sisters about some lost muscle…

In which the Hellspawn steal a briefcase from an Imperial Agent, talk to the Dimmer Sisters about some lost muscle and learn more about the demon.

A smooth night of larceny with Dev Purkayastha, Laura Simpson and Janaki Parthasarathy.

https://githyankidiaspora.wordpress.com/2017/09/24/the-hellspawn-and-the-imperial-briefcase-job/

Two sessions ago we had a light turnout, three of the rogues, so we sat there for a few minutes and nobody had a…

Two sessions ago we had a light turnout, three of the rogues, so we sat there for a few minutes and nobody had a…

Two sessions ago we had a light turnout, three of the rogues, so we sat there for a few minutes and nobody had a goal or plan. I had drawn a couple heists from the heist deck earlier that afternoon just in case, and so we ran one, then the other.

Last session I really didn’t want the crew to do work for hire. There were five of them this time. I mean, if that’s what they wanted, they could be a gang for some bigger crew. I wanted them to choose a direction and strike out, and make the city theirs, saving the work for hire for desperate moments or the occasional slumming or promotion transition.

It was painful for a while. We had characters who weren’t there last time come back, and I prodded them for what they were interested in; maybe starting a goat stable (I suggested they could steal a stud goat), maybe provoking the Dreaming God’s cult into a war for fun (I pointed out there were vulnerable points to rob). They looked at the crew sheet, and I suggested maybe they wanted some turf. I gave them sketches of two lucrative bits of turf nearby, maybe they would pick one.

They did! They wanted to take the fence, and get +2 Coin per score. Excellent.

Now we were getting somewhere. I gave each of them a chance to do some recon; they could find out some basic information, but if they put some more skin in the game with a roll or greater risk, they could find out more.

So we went around the table, and as they asked questions I focused my answers towards something that could lead to a heist to shift the power balance, and I tip to a time-worn but effective solution, something they can steal so a current gang leader can no longer blackmail his boss, and the claim can change hands in gratitude. (Internal dialogue while improvising: “Seriously, another “ghost of Roric” gambit?” “Yeah, shut up.”)

In the end I think they were better off doing something that moved the needle on growing the crew and adjusting their relationships with their neighbors, rather than more work for hire. I had to prod them to get there–more to the point, had to restrain my own impulse to jump in and decide direction, just so we could get moving. Here’s the play report.

https://fictivefantasies.wordpress.com/2017/09/23/blades-in-the-dark-clockworkers-shavers-row/

Your mileage may vary, but I find it much more entertaining to run games for groups that can fall into some reasonably healthy and collaborative pattern of leadership and pursue a goal together.

My advice to players: if things are off to a slow start, and leadership is not clear, kick things off by inquiring about something you care about. That’s what your friends and enemies are for. See if you can help or hurt someone on your list. If you think deathseeker crows are cool, see about getting some turf where you can set up a post to see them come and go and sell the intelligence. Look at your background and see if something there gets you moving; that’s even worth experience! Ask if there are any rumors an enemy faction is overextended.

Look at what other players have going on in a similar vein. See where your interests could overlap. Pull as many people as you can into your idea in ways that help and define them too. If you hit resistance, back up and reroute. If you bring your character’s flavor to the game, and encourage others to do the same, then that provides energy that can turn into momentum and get something started. This game provides all the tools to tie characters to the world and give some initial ideas for what to do with them. (Faction relationships, NPCs for each character and for the crew, backgrounds and heritages for everyone, desire for coin, turf, and rep…)

Once you’re started, then the entanglement roll can provide more grist for the drama mill, or something from one heist leads to another, or there are goods that have additional complications, so we’re off the the races. But getting started, that’s where players can be really helpful in choosing a direction. That’s their role, after all.

(None of this is intended to insult my players, just a reflection on play style and what feeds the beast for Blades in the Dark. I couldn’t play without you all!)

https://fictivefantasies.wordpress.com/2017/09/23/blades-in-the-dark-clockworkers-shavers-row/

The Friday team went bigger – they actually blew up the Lampblack’s lair. In their first session.

The Friday team went bigger – they actually blew up the Lampblack’s lair. In their first session.

The Friday team went bigger – they actually blew up the Lampblack’s lair. In their first session.

Maelstrom is a daring crew of Cult who worships the Malum, deity of war, conquest and storm. In order to please their deity, the crew seeks to brew conflicts – within any group, or between groups. Crew consists of a Tycherosi lizard-headed Whisper(de facto leader), a Unity-war-veteran Hound, a Spider and a Slide.

Using the War on the Crows’ Foot as the starting condition, I decided to have Red Sashes hire them instead of Lampblacks – Wednesday and Friday team shared the same city, and I didn’t want to let Lampblacks win an easy victory.

Friday team had one more player(4) and they were marginally more willing to pull off crazy things. So that was my mistake.

I offered them the artifact score. As expected, they took interest in what this artifact actually does. What was unexpected, however, was that they decided to keep it(as up-front payment) and offered to blow up the Lampblack’s lair instead of planting the artifact there. Spider’s Sway(with assist) made 4/5, so I went with that, but Mylera will regard them with suspecions. What are they up to with an artifact with yet-to-be-known-dut-definately-not-beneficial functions?

Targets and objective set, now it was time for me to ask “What is the plan?”. And that was when the conversation went out of my hand. Planning lasted good 30 minutes, if not an hour, just to decide on WHAT ACTUALLY SHOULD THEY DO. Plant a bomb? How and where? How do we ensure the important Lampblack personnel are in there when it goes off?

I suggested two-stage score – they would sneak in and plant explosives in the lair in the score #1, have a meeting with the Lampblacks there and, ensuring everyone Needs To Be Dead are in, escape and Boom. They decided on that.

Score #1 would be sneaking into the lair and planting bombs, ready to be touched off. Slealth plan, point of entry was sewer. I told them nobody with sanity would suspect sewer because whatever lurking in it. Engagement roll: 1-3. Welp.

They confronted with a ghost who, after short conversation and threat of Whisper, turned out to be working for Lampblacks as sentry(he was bound to one of their whispers). And he gladly set the alarm off! Guards came close, the crew decided to throw the explosive prepared for the job(since the crew tier was 0, and flashback Acquire Asset rolls made 4/5, so it was more or less pathetic firecracker powder) at the guards, shot their gas lamp to ignite the bomb, and Whisper hurled some ghost at them for good measure. Guard down, but more was coming. The crew decided to step back and run like hell.

We decided that, it was the phase 1 of a bigger plan.

I told them “Of course you tested these explosives you acquired. You knew it was pathetic firecracker. You didn’t even meant to blow the building up with that – now, where is the real bomb?”. They said they acquired their bomb from the Red Sashes when they accepted the job. I told them a mad alchemist of theirs recently invented a new formula, got too excited over it, and created too much of them – enough to blow *their* lair up. It was volatile alchemical and they handed it to them gladly, as it was too dangerous to either keep or dump somewhere.

So, they borrowed a carrige from one of their friends – a tavern owner – and loaded these alchemical in oak barrels.

Their pursuer emerged from sewer entrance behind them, “commandeered” nearby civillian carrige and started following the crew. Hound took care of them with two well-placed shot – one at the driver and another right at the wheel axis. The carrige swerved, spinned and went out of control, disintegrating under violent impact.

Gunfight on the road drew attention, and a Bluecoat riding a hull(I said they had 2 in disposal, this was one of them) came in, demanding they stop immediately and submit to an inspection. The crew insisted they are civilians and the gunfire was self-defense from a gang of criminals, and they were running late for a transport contract and therefore have no time to stop. That didn’t work.

That was when the Whisper summoned a HORDE of ghost chasing behind them. The bluecoat panicked, made full speed and ran away.

The carrige went straight into the lair building of Lampblack, crashing into the front window before its cargo went off. The crew jumped off the carrige before it burst through the gangs’ defense line, and everyone was too surprised to give a chase.

Soooo, they pulled it off. Somehow. I told them they got paid but two goats, a carrige and a load of low-grade explosive enough to demolish a building(only if carefully and professionally applied) cost a ton, so it was not very profitable. On the other hand, they tried made it look like it was Grinders who did the sabotage, and blowing up someone’s lair is painting a HUGE target on their back, so I let them for now – but there is a 4-clock “Lampblacks find out the truth” ticking – Like I said, their Whisper got a freaking lizard head, and they are not getting away with *that*.

Just ran a first-ever session of Blades.

Just ran a first-ever session of Blades.

Just ran a first-ever session of Blades.

A yet-to-be-named crew of Bravos, consisting of a Leech-turned-Hound(Physicker special ability and Leech action ratings on Hound playbook), a Venomous skirmishing Leech, and a Whisper.

Hound was an ex-medic on the Unity War and insisted there will be “no killings” while conducting our business, which the rest of the crew gladly adhered to – even the thugs had Principled drawback for that! But as long as the enemy lived, she didn’t mind what actually happened to them – went around blowing up a couple fingers or a foot without hesitation.

I used the starting situation War on the Crows’ Foot, and they assaulted a Red Sashes drug den by the docks. They were in slightly good terms(+1) with Grinders who had control over the area, so things went smooth(a 6 on the engagement roll) in the beginning. The supposed-to-be-guards were drinking in the front room disguised as a small bar. Hound provided covering fire, Leech and Whisper came barging in, and 2 guards and the “bartender” was quickly incapacitated. A Bluecoat went running for any nearby patrol, though.

Back room had 5 gangs high on Sparks, which were quickly neutralized as well, before the last remaining one strides straight to the Leech(a failed Skirmish roll), extends both arms towards his face and exclaims with dignity:

“UNLIMITED POWER!”

A static ZAPs harmlessly in Leech’s face(Spark makes the user emit mild electrical energy), everyone falls silent, before the Hound decides to kneecap the guy in an attempt to regain serious air(assist provided by her, making final result a 4).

That filled the Bluecoat Patrol clock though, so sergeant Roland knocks the (already opened) door and asks what the hell were they doing discharging firearms in private property, and just in case, if this were their private property(and on a Totally Unrelated note, he would have a use for a coin or two).

The Leech responds by splashing an Eyeblind poison on his face and everyone ran out of a window in the back room, starting a chase which ended with a small canal just wide enough for a really daring leap between the crew and chasers, and a hapless Bluecoat having an unintended swimming session in it.

That made 03:40(character and crew making ended in 23:40) and had to postpone downtime for the next session – hopefully with me prepared for it.

In which the duo tracks down Roric and smuggles his ghost past the Dimmer Sisters, then use downtime to begin to…

In which the duo tracks down Roric and smuggles his ghost past the Dimmer Sisters, then use downtime to begin to…

In which the duo tracks down Roric and smuggles his ghost past the Dimmer Sisters, then use downtime to begin to work on Roric’s dilemma and tend to their goat problem in the now quarantined Coalridge.

A fine night in Dosvol with Pete Cornell and Sean Nittner.

Dag, it was nice to be back.

https://githyankidiaspora.wordpress.com/2017/09/18/the-alas-poor-roric-job-part-ii/

Tonight at 9PM EST, the Wobeggong Crew complete the Roric Job over at https://www.twitch.tv/actualplay

Tonight at 9PM EST, the Wobeggong Crew complete the Roric Job over at https://www.twitch.tv/actualplay

Tonight at 9PM EST, the Wobeggong Crew complete the Roric Job over at https://www.twitch.tv/actualplay

With Sean Nittner and Pete Cornell.

Second session down.

Second session down.

Second session down. I heart this game, and on paper it all makes so much sense to me, but I’m feeling a little ..unmoored.. in play. The flow of play feels a little lacking in places (my fault, not the game’s), as I try to connect scenes and come up with a stream of compelling consequences (these guys roll low ..a lot). I’m hoping this is just a “comfort with the game” thing that I’ll ease into with exposure.

As for the content of the session. I’m using the Crow’s Foot arc for the first season. Our first session saw the crew stealing the stash of the Lampblacks for the Red Sashes in return for a promise of (probably contested) hunting grounds in the district. This time the crew was approached by a mysterious stranger (deduced to be a member of The Hive after some legwork) to plant a strange artifact in The Crows’ base of operations. The Hive is using disposable assets, already in play in the district, to try and find out more about Roric’s death.

We had 9 Heat, and rolled an Arrest for entanglements. This played out as the bluecoats showing up shortly after the crew received payment and “taking their cut,” which turned out to be most of the haul.

Positive Notes

• I talked a little less this session. I asked more questions and tried to start to acclimate the players to the idea that they have some control over the story, setting precedents, and exploring their characters’ flaws.

• We made a lot of very desperate rolls, so they’ll be able to experience some character growth by the end of the next session which I think will invest them further.