My first session of Blades in the Dark. So far, so good…

My first session of Blades in the Dark. So far, so good…

My first session of Blades in the Dark. So far, so good…

Originally shared by Daniel Stack

A writeup of our first session of the RPG Blades in the Dark as we take a little break from Call fo Cthulhu. Fun time, still getting a handle on the rules – a lot of improvisation required during play.

You’ve heard of Sunday Morning Swords… but what about Blades for Breakfast?

You’ve heard of Sunday Morning Swords… but what about Blades for Breakfast?

You’ve heard of Sunday Morning Swords… but what about Blades for Breakfast?

Originally shared by Eli Kurtz

Score #02: Rising Tide

We (finally) played our second session this past Tuesday over at Twitch.tv/ZapDynamic. This time, our dirty scoundrels learn that big splashes make big waves… ya just gotta make it work in your favor.

We return to Twitch in Tuesday, June 26 at 7pm central!

https://youtu.be/jRccdzT7pGY

Tonight, we kicked off our campaign playing the Digital Early Edition of Band of Blades and a ton of fun was had by…

Tonight, we kicked off our campaign playing the Digital Early Edition of Band of Blades and a ton of fun was had by…

Tonight, we kicked off our campaign playing the Digital Early Edition of Band of Blades and a ton of fun was had by all!

Our Heavy downed a massive burning knight and saved a rookie from one of the knight’s undead “hounds;” our Medic dispensed alchemical goodies to his specialist companions and rallied a rookie named “Giggles” when his nerve broke; and our Sniper was infected by an undead fluke worm while setting alchemical demolition charges under a bridge and re-purposed a demo charge as an alchemical Molotov cocktail to effect the squad’s escape.

The consensus was that we will need to get back to our band of brave legionnaires again sometime soon (if for no other reason, than for them to indulge in some liberties and clear their stress).

https://youtu.be/uyq9Fu5zWas

I’m having trouble designing encounters/scores for my players.

I’m having trouble designing encounters/scores for my players.

I’m having trouble designing encounters/scores for my players. They seem to always fail. is this like old school D&D?, in that the first few levels are perilous and then it gets easier. Or are my PC’s just bad at rolling dice?

So…I have finally come back to running Blades in the Dark again for a new group of players.

So…I have finally come back to running Blades in the Dark again for a new group of players.

So…I have finally come back to running Blades in the Dark again for a new group of players. No real power-gamers and, I think, this group has a much better idea of having fun then my previous groups. I tried planning a few things but alas, this game continues to surprise. How so, you ask?

It was supposed to be your classic “masquerade ball” espionage; intercept a message in the hedge maze and deal with the agents of the Hive. Now though? The group dropped the secret message onto the ballroom after picking it from the merchant lord’s pocket. The agent of the Hive has noticed this and now, now the group has to have a dance off to impress Lord Dunvil and his daughter who are watching while also picking up the letter that is on the floor before the agents of the Hive can grab it first.

It was a hilarious reminder to not plan stuff too much because the players will always do something crazy and unexpected. I almost forgot how much I adore this game.

The Fugue Men: Actual Play

The Fugue Men: Actual Play

The Fugue Men: Actual Play

Hi Bladesters!

This is a combo of Session 2 and 3, a Score and the following Downtime. The Fugue Men are Fuzz the Slide, Fix the Leech and Fingers the Lurk. I opened on an Entanglement with Ulf Ironborn since he’d been harassing Stasia, Fix’s apothecary friend.

The Fugue Men decided to keep messing with the Red Sashes, aiming to eventually have a drug den of their own. They figured it would be a grand idea to pull a daring caper so as to embarrass the Red Sashes and impress some other folks, in hopes of Claiming some Informants. If they could grab some loot as well, all the better!

They started off with dropping by to see Baszo Baz, a friend of Fuzz and leader of the Lampblacks, who are in conflict with the Red Sashes. They sought information from Baszo regarding the layout and security of a Red Sash drug den. The Crew had heard that the Red Sashes were planning a soiree to showcase their new drug, Djinn Salts. The Fugue Men planned to disrupt the event and Baszo offered some coin in support (messing with the Red Sashes is good for the Lampblacks). After Surveying the drug den, the Fugue Men had a plan.

They decided to disguise themselves as barristers attending the soiree. The Engagement roll was a partial success and the entered the den to find a trio of Red Sash lieutenants personally greeting all the guests, on top of the usual bouncers. Fuzz managed to lead a group action that successfully convinced the hosts that all was legit. The Red Sashes had laid out a table of edibles, all dosed with Djinn Salts so their guests could sample their new wares. Fix was eager to Sabotage the lot of it and do so in a Strange manner as befitting their reputation.

Fix flashbacked to creating some ‘spray tubes’ that the crew had up their sleeves. These tubes were full of a nasty alchemical toxin, Gutrot, that would give everyone in attendance serious tummy troubles. The crew had already each downed a dose of Alcahest, to counteract any possible contact with either Djinn Salts or Gutrot. A successful group action covered the whole table of samples in a fine mist of Gutrot. It wasn’t long before the whole room was voiding out of both ends… Fix and Fuzz had accepted a Devil’s bargain during the group action: the Alcahest was not quite sufficient and they too were suffering mild Tummy Troubles (Harm 1).

To keep up appearances Fuzz decided to retire to the lavatory, pretending to be afflicted like the rest of the room. Fingers and Fix, meanwhile, moved out of the public area to the back of the drug den, seeking the strong room. The ran into one more bouncer, outside the strong room and Fingers was able dose the bouncer with Gutrot through an astute use of Finesse. Fix helped with the attempt, taking a ninth Stress and pushing himself into Trauma. Fix became Reckless, and proceed to strut back and forth along the hall, exclaiming how badass he was for the next while.

Meanwhile Fingers got to work on the lock of the strong room door. It was a decent lock, requiring 2 Finesse checks to fill a 4-tick clock. While the second check was a full success (6) the first check was less smooth (4-5), and complicated matters by alerting the clerk within the strong room. Fingers opened the door to see a nervous young woman pointing a pistol at him, hands shaking wildly. He managed to connect with her, due to similar backgrounds and convince her that everyone had the plague and she had better flee. Fingers accepted a Devil’s Bargain for his Consort action, and the gun went off when the girl dropped it to flee. Fingers got shot in the ear (Harm 1). The Fugue Men grabbed some loot and took off into the Dark.

Downtime was mostly smooth, with some deeper exploration of the characters and Duskvol. The Fugue Men had earned an advancement and decided to bring on board a Cohort of Rooks. They invited the Grine twins, Sid and Nancy to join the crew. Sid and Nancy are a noble’s bastards who grew up as noble children until their dad died when they were 6 and they were tossed to the streets along with their mother, a chamber maid. They are Independent and Loyal, Principled (Solidarity with the Poor) and Savage.

During downtime all 3 scoundrels sought healing, with Fix needing two actions to heal completely, while Fingers and Fuzz opted to pay for higher quality care. Fingers also went out to Indulge his Vice at the Silver Stag Casino, while Fuzz reduced Heat by spreading rumours about the poor hygiene of Iruvians as a way to explain the recent explosive bowel events at a Red Sashes’ drug den. Sid Grine, the Cohort member, was picked up by the Bluecoats for questioning but stayed strong and didn’t give up any info.

The Fugue Men then got word that Twelves, a Gondolier Boathouse Boss, wanted to see them. The Gondoliers were offering a job to the Fugue Men and considering the benefits the crew had received in the recent past from the Gondoliers they really did owe them a favour. Their first score involved posing as Gondoliers, complete with a Gondola, to kidnap the Red Sashes Master Alchemist. Twelves asked the Fugue Men to sneak into an estate in Brightstone and capture a ghost, then bring it back to Twelves. They accepted the job and proceeded to Survey to gather some info on the Estate of Lord Timoth Keel as well as dig a bit deeper into the Gondoliers motives via a visit to Baszo Baz.

We had a lot of fun during these two sessions. As GM I was seriously impressed with how easy it was to run the Score with no prep. I’d pestered my Players to propose a Score before the game… but no real decision was made, so we started the session with no firm plans. Nonetheless, I was able to run a full 3-hour session with just improv, setting background knowledge and player creativity. So awesome!

So far, the PCs have been rolling very well. Only a couple of partial successes over multiple sessions and not a single fail. It’s only during gather info or vice rolls or the like that I’ve seen 1-3 results. As GM I’m actually glad for this, since it’s allowed the players to dig into the game mechanics and a setting while still feeling like kick ass scoundrels. They’ve also been leaning on their strengths so far, so getting 3 or 4 dice to roll has been pretty common (and easy). I’m hoping to throw some curve balls at them soon. For example, capturing a ghost should be interesting with no Whisper nor a single dot in Attune for anyone. We’ve also not had any combat, and none of them are really built for combat… it should be interesting when the Red Sashes finally come a-knocking.

I am curious how other tables have dealt with interfacing with Spirits and the ghost field in situations where none of the PCs are actually focused on that aspect, no Whisper, no Attune. How did that play out for your table?

2d6.io Scum and Villainy – Episode 2 – Session 1 – Marshmallowed Urbots

2d6.io Scum and Villainy – Episode 2 – Session 1 – Marshmallowed Urbots

2d6.io Scum and Villainy – Episode 2 – Session 1 – Marshmallowed Urbots

Hey Everyone!

In this second podcast we’re actually hopping back in time to our first session of Scum and Villainy. Through magics both arcane and mysterious I was able to restore the audio of our the game and I’m pretty excited to get this out to you!

If you’re wanting to learn about the mechanics of Scum and Villainy THIS is the episode to listen to:

https://www.2d6.io/

https://itunes.apple.com/us/podcast/2d6-io/id1393397883

https://www.stitcher.com/podcast/2d6io?refid=stpr

http://2d6io.libsyn.com/2d6io-scum-and-villainy-episode-2-session-1-marshmallowed-urbots

If you’re curious how downtime works, you can read our Slack transcript for the stuff that happens between session 1 and session 2 here:

https://www.2d6.io/home/scum-villainy-session-1-downtime-transcript

Moving forward, we’ll be doing some session post-mortem podcasts, but the core sessions for Scum and Villainy will be once-per-month. We’ll also be starting an “Indie One-Shots” podcast in the coming weeks as well, so be sure to subscribe if that’s something that interests you.

As always, we’re seeking feedback from listeners about the show and the game. Be sure to email us at:

podcast@2d6.io

http://2d6io.libsyn.com/2d6io-scum-and-villainy-episode-2-session-1-marshmallowed-urbots

In session 5, the Doskvol Dandies take a risk to fulfill their debt to the demon Alexandra.

In session 5, the Doskvol Dandies take a risk to fulfill their debt to the demon Alexandra.

In session 5, the Doskvol Dandies take a risk to fulfill their debt to the demon Alexandra. They make a daring attempt on the life of one of Duskwall’s most famous spirit wardens.

https://www.twitch.tv/videos/269488860

Tomorrow night at 6:30 PM (PST) on https://www.twitch.tv/actualplay we’re starting our first game of Bluecoats of…

Tomorrow night at 6:30 PM (PST) on https://www.twitch.tv/actualplay we’re starting our first game of Bluecoats of…

Tomorrow night at 6:30 PM (PST) on https://www.twitch.tv/actualplay we’re starting our first game of Bluecoats of the Watch with John Harper, Andrew Gillis, and Nadja Otikor Nadja Otikor

Also, if you want to see session 0 (character creation) it up here: https://youtu.be/5jRCwN-JPTk

https://www.twitch.tv/actualplay