We expand our turf, and buy into a wrestling comp in this AP.
We also try and start a bakery.
https://insertquesthere.wordpress.com/2017/08/14/blades-in-the-dark-arcus-08/
We expand our turf, and buy into a wrestling comp in this AP.
We expand our turf, and buy into a wrestling comp in this AP.
We also try and start a bakery.
https://insertquesthere.wordpress.com/2017/08/14/blades-in-the-dark-arcus-08/
Initial relationship map (unfinished) for the Servants of the Great Slayer Crew.
Initial relationship map (unfinished) for the Servants of the Great Slayer Crew. Purely coincidence that the connected PCs form a pentagram.
Finally back to Blades! It’s good to be haunting the streets again.
Finally back to Blades! It’s good to be haunting the streets again.
Originally shared by Colin Matter
Hello! Please join the Wednesday Night Crew for our second session of Blades in the Dark! Blades in the Dark is a game written by John Harper and published by Evil Hat. It’s a game of daring scoundrels pulling heists and jobs in an industrial fantasy…
http://wednesdaynightgame.wordpress.com/2017/08/30/blades-in-the-dark-session-03-side-a/
Posted my Gameplay on https://www.reddit.com/r/bladesinthedark/
Posted my Gameplay on https://www.reddit.com/r/bladesinthedark/
The Post is (https://redd.it/6wpkob)
Absolutely Loved this system. Can’t wait to learn it in it’s entirety.
I have some questions on the History of the Cataclysm and the origin of the Imperium.
Using this system to experience my first, Fiction First type game. Loving it.
Thanks John Harper for being an awesome Developer.
The #CopperheadCounty Best Brands Heist
The #CopperheadCounty Best Brands Heist
Myself, Adam Maunz, and Tyler Ellis, playing as the Hunnicutt family, set the bar low for future quiet criminal operations in Patterson, TN. Our second score for Jason Eley’s modern southern crime hack saw the Hunnicutt brothers Zeke (the Stringer) and Earl (the Cleaner) robbing a “Best Brands” big box store the week of its grand opening. Their loose cannon uncle, Eustace (the Mover), was unfortunately present as well.
Things actually started off really smoothly. We got a six on engagement, and kept that controlled position through Eustace and Zeke’s moderately-stealthy nighttime jaunt to the rear of the store while Earl kept lookout. This was a tricky choice, since Earl, as a Cleaner, is good at sneaking and lookout, but we decided Zeke’s teamwork abilities would be best served bolstering Eustace’s mediocre thievery since neither of the other two were good at spotting trouble.
Steve Satterfield, MVP
Things went south when Earl spotted one of the strip mall security carts rolling his way. He decided to hide and things went from risky to desperate. Earl was rolling 2+ dice on all his stuff here. Hiding, ambushing, fighting, this was definitely in his wheelhouse, but the dice were just not with him. Steve the security guard was going to spot him. Earl decided to act first and tried to taser the guard. No dice. Steve called for backup. Earl tried to just shoot the guy. Pope of Nope. Steve clubbed Earl in the head as their desperate struggle alerted Zeke and Eustace, dealing level 3 harm to the Hunnicutt sibling.
Something to note here – desperate situations are friggin’ desperate in Jason’s games. I’m actually not positive if it’s how he personally tunes his session or if it’s in the CC rules, but you can’t resist consequences from desperate stuff (edit: This is unpacked more in the comments). Shit got real when Steve clubbed Earl.
We All Float Down in Traumatown
We were all really high on stress from trying to keep things under control in the first half of this score, but like the intro to Heat, when you can’t stay quiet anymore, you’ve gotta commit. Zeke had a special ability And Knock Em’ Down, where actions following a setup action can push for free. With Zeke guiding Eustace, the mad uncle cashed in the free push for effect (they’d need great effect to slam through the shuttered facade and still hit Steve with enough force to put him down) and then pushed himself for a bonus die, which trauma’d him out. I chose Vicious, because in my head Eustace is a human trash fire and hopefully lives long enough to drag his family to hell with him. The dice gods relented and allowed a six to come forth.
Eustace hotwired the forklift in the Best Brands stockroom and charged through the store, crashing through the facade and catching Steve in the mouth with the forks’ edge.
Something else to note: I wouldn’t have minded dropping out of the scene at this point. Eustace took a trauma, after all, but Jason floated the idea of possibly having trauma work more like this other game Monsterhearts (I think some people might have heard of it) – essentially when you trauma out, you can still take part in actions but you must embody your new trauma. This was like a birthday present for me. Opportunities to be more vicious? Yes please. Now, on a subtler mechanical level, staying in play actually means you can burn through your stress and screw yourself over even faster, so it’s not like Jason’s being nothing but nice here. Still, birthday present.
Bad People Making Bad Life Choices
Did we have to shoot Steve’s backup? No, poor Kirk King didn’t have to die in a bullet-riddled golf cart. We could’ve used Steve’s walkie-talkie to intimidate the guy to stand down or just run for it. He was in a golf cart, for chrissakes. Again, the dice wanted blood and granted us a six on a team Fight action.
Did we have to set the Best Brands on fire to cover our tracks and destroy any video evidence? No, but we were pressed for time, Earl was hurt, and it was the most vicious, direct solution.
Did we have to burn our bridges (and Claim opportunity) with our fence, Rich Sturges? No, but people got XP triggers to feed, man. Gameplay-wise, this is probably going to steer us towards drugs, guns, and gang violence and away from “cleaner” options like straight-up theft. Still, two men died over smartphones that night that didn’t need to. Is this the first step onto a slippery slope for the Hunnicutts or is this looking out over the cliff and stepping back?
The other guys can chime in of course, but for my part I had a great time being a bad person yet having Eustace’s descent into violence come from his nephew getting wrecked so hard. Still, in the faux TV show of our game, Eustace would definitely be the “obvious creep” character. Zeke doesn’t feel like he’s tainted in the same way, and Earl at least tries to act like a proper corrupt cop.
How many is too many?
How many is too many?
I’m fortunate, I have two BitD groups of five players each running in the same city on different nights.
What I’ve discovered, however, is due to the “thiefy” nature of the game, the party of five is a bit unwieldy for regular play. My Crowtalons crew, a Shadows gang, regularly spends a ton of time in the shadows, leaving the Cutter and Slide without a ton of play time. In my Dreamtraders crew (Hawkers), they are a very social group – in seven sessions they’ve only drawn steel once, leaving (again) their Cutter out in the cold.
Due to vacations, the Dreamtraders played a game with only three crew members this weekend and I found it went much smoother. The Cutter was one of them and her involvement was much more pronounced – because there was fewer players. During one previous score, she basically waited across the square for things to go wrong because the crew couldn’t find a role for her in the score. I introduced complications but realistically she knew the complications existed only because I wanted to involve her in play.
So, I guess I’m looking for thoughts. What’s been your experience? How many players do you run regularly?
After a long hiatus, the Coffin Street Boys are back in town!
After a long hiatus, the Coffin Street Boys are back in town! Led by their devastatingly handsome leader, Kingmaker (Slide), The Ironhook orphan “Tiny” Timothy (Cutter), Patch the Skovlander Hound, and the enigmatic Professor (Iruvian Leech) have come to hit the big city and make a name for themselves.
This is my first step up to the GM position in a while, with all four of the players being brand new to ANY RPG experience. I started them out in the standard fashion. Approached by the Lampblacks, they were brought in to speak with Baz about joining him in his war against the Red Sash menace. Here is the actual conversation in game:
Kingmaker: So, the deal is, we join and start kicking profit up to you. Then we get to fight and die for the glory of the Lampblacks?
Baz: Yes, that’s about the gist.
Kingmaker: And if we refuse? Mind our own business and let you two big, strong men fight it out?
Baz: There is no neutral to this, my good son. Only my way, or the eel farms.
Professor: Well, shit.
Kingmaker: Well….. (pauses)
(The rest of the table looks to Kingmaker’s player expectantly)
Kingmaker: …blow that for a game of soldiers. Timothy?
At which point there was a brisk fist/knife/chair/pistol fight, while Tiny Tim explored very thoroughly his Not To Be Trifled With special ability. The fight ended with the crew escaping out of the window after Tiny Tim threw Baz through it, dazed and concussed Lampblack thugs littering the room.
They decided that, rather than Shadows, perhaps there was a better crew type for them……
To be continued on the dark streets of Doskvol……
The Prestige, my group of vicious assassins, just managed to cut a deal with the Hive for an unsteady peacetime,…
The Prestige, my group of vicious assassins, just managed to cut a deal with the Hive for an unsteady peacetime, and, remembering that they were currently sitting at Wanted Level 3(!) and having dodged a few arrest attempts decided it was high time to remedy that. How? By going to prison on their own terms.
Enter The Circle of Flame, the Prestige’s sort-of patrons, who have a smuggling op going through Ironhook, hiding weird deathlands artifacts in care packages and ore shipments from the Mire. The Prestige asked the Circle if they need anyone offed on the inside, and as it happens, they do: Skinny Pete, a whisper who’s taken control of a gang of former Red Sashes who were rounded up following the destruction of their HQ (this was something that happened way back in a game we played during the playtest – the Red Sashes no longer exist as a proper faction on the map, instead split up into various smaller, more dysfunctional gangs), and is now trying to muscle in their operation.
So, The Prestige are going to prison for a while (a year, to be exact, though Frunel Bucharest, our Spider and resident jail-bird, may be pulling strings for a shorter stint), and they’re going to keep on plying their trade while they do so. I decided to structure this as a break game, with a starting situation and everything, and as an opportunity for me to reassess the way I’ve been running the game and make any needed adjustments. We’re gonna be doing time skips and playing with Ironhook’s super-heated pressure cooker for a few sessions. Should be fun.
Below are some materials I’ve put together – the starting situation (done pretty by the book, but fed by previously-established fiction – the crew have connections with the Billhooks as well, and they’re likely to be leaning on the Prestige as a result), and a map of Ironhook (with locations added on my own whim – your Ironhook may be different, and I’d love to know how!).
As an aside, Ironhook Prison appears to have become a weird locus for my current games of Blades – both parallel groups are having to get to grips with its inner workings, mostly due to their own goals and proclivities. As a result, I’ve been building a sizable cast of guard NPCs and prisoners. It’s pretty neat.
Thought I’d share some more of Arcus with y’all.
Thought I’d share some more of Arcus with y’all.
If you’ve been liking our campaign, please leave us a comment. We love hearing from happy listeners!
https://insertquesthere.wordpress.com/2017/08/07/blades-in-the-dark-arcus-07/
I just ran my final session of an ongoing Blades campaign, before my friends and I all go off to different colleges…
I just ran my final session of an ongoing Blades campaign, before my friends and I all go off to different colleges (at least until next summer). So I figured now was a good time to share some highlights from the Spitting Toads, a band of Hawkers with a Subtle reputation:
* Stealing a shipment of exotic spices (ingredients for a new drug) from Gaddoc Rail Station, then escaping in a handcar and riding it all the way back to the rusted railcar in Charhollow that they use as a hideout.
* Blowing up the Nightshade Botanicals apothecary for competing with their business, then framing it on Penelope’s Prudent & Potent Potions to drive them out of business too and throw the Hive off their trail. On the way, they met a friendly member of the Wraiths. (They later bought the P4 building, renamed it The Toadstool, and now use it as a front.)
* Crashing a party thrown by Lord Strangford, where the Whisper fell in love with both his daughter and her fiance (needless to say, it didn’t go well), the Slide made friends with a gloomy maid who knows more than she’s telling, the Hound learned to play a whale-oil-powered theremin, and the Leech foiled an attempt on Strangford’s life.
* Smuggling a huge batch of psychoactives to a University professor and his electroplasmology class, then saving the day when their ghost-summoning experiment went awry. In this caper, we also learned that there’s a popular series of harlequin romance novels shipping the Hound with a certain Sentinel who’s made it her mission to capture him (the Whisper is but one of its many authors, under the same pen name).
* While most of the crew was out of town (they all overindulged their vices and decided to go on a cruise together), the Whisper and Lurk joined up with a new team to rob the Silver Stag Casino. They ended up filling it with ghosts and setting it on fire.
* After returning from their cruise, the Spitting Toads got involved with the war between the Red Sashes and the Lampblacks (the Lampblack’s leader is the Slide’s boyfriend). They started by taking out the apothecary who supplied the Red Sashes’ drugs, a paranoid University professor who believed all ghostly activity is a hoax perpetrated by the government.
* Breaking into the mansion of a magistrate who’d been too lenient with Red Sash defendants. While seeking blackmail material, they opened an attic where she’d been storing physical manifestations of nightmares extracted from her brain. The nightmares got loose, and the magistrate’s whole mansion needed to be electroplasmically incinerated by Spirit Wardens to stop them from escaping into the city.
* Taking over an eel farm that the Red Sashes used to dispose of bodies and conduct big sales. After blowing up the boats and part of the building, the crew all agreed that they should have a second reputation: Brutal. Later on, the thugs they hired to guard the eel farm were racist to some Skovlan customers and angered Ulf Ironborn, who came and complained to the Toads. In this caper, we learned an important bit of underworld code: If your hirelings go outside their orders, you’re not held responsible for their actions as long as you don’t try to protect them from repercussions. So the Toads gave Ulf permission to beat up their thugs.
* The Toads were contacted by a young Iruvian lady who claimed to be the rightful heir to the Red Sashes, who asked them to help her overthrow the current leader. They agreed, and went to an art museum to issue a challenge to a duel. While there, the Lurk pooped in the fountain (he has a tradition of doing that whenever he breaks into somewhere fancy enough to have a fountain, earning him the nickname “the Brown-Water Bandit”).
* Taking a break from the gang war to attend the wedding of the Hound’s old navy buddy to his Tycherosi bride. The Whisper continued their streak of being unlucky in love by winning the heart of one of the bride’s distant cousins: an angler-fish-like demon with a beautiful humanoid lure. Then, said Whisper also ran away from home (they’re still a teenager) after finding out that their ex-smuggler parents are accepting of many things, but draw the line at having intimate relations with demons.
* And in this last session, the Spitting Toads rigged the duel for control of the Red Sashes by sneaking into the current leader’s house and slipping a drug into her tea that made her unable to sleep. The Iruvian heiress won, and vowed to pull the Red Sashes out of the drug trade and back into the assassination business where they belong. Now all the Sashes’ old turf is ripe for the taking, by the Toads, the Lampblacks, or whoever else can claim it…
The bad news is, the Hound was almost caught by his Sentinel non-lover, who learned his identity in the process. Then some Bluecoats showed up at the Toadstool and arrested the Leech! (It’s his own fault for never bothering with a cover identity even when everyone else did.) My players are hoping to break him out of Ironhook over the winter holidays.
It’s been a lot of fun, and I really hope we get to play more.