Prowl or Hunt?

Prowl or Hunt?

Prowl or Hunt?

Another rules question!

Duck, the PC Leech, is hanging off some scaffolding outside the window of an old watch tower. The Red Sashes people inside don’t know he’s there. Mylera Klev walks in front of the window. Duck shoots her in the back.

Should this be a Prowl or a Hunt roll?

If Duck was stabbing her with a sword, it would be Prowl (attack from ambush). If Duck had a rifle on a rooftop on the other side of the alley, it would be Hunt. This is kind of in between.

I allowed the player to choose, but would appreciate people’s collective wisdom.

Another quick rules question, about excessive Heat.

Another quick rules question, about excessive Heat.

Another quick rules question, about excessive Heat. If a gang is on 8 Heat and needs to take another 8, what do they end up on?

They take 1 Heat, taking them up to 9, which resets and gives the gang 1 Wanted level. Do the remaining 7 Heat then pile on to the Heat track? I think it should, but it’s not clear.

—–

As for AP, I think I’m going to need another framing conflict for The Luddites (my PCs’ gang). After assassinating Baszo Baz, they spent some time annoying the Red Sashes and ended up killling a few of the Red Sashes and capturing Mylera Klev. They handed her over to Lyssa of the Crows. Lyssa publicly executed Mylera, so the Red Sashes are about to disintegrate under all the pressure they’re under. All the Luddites need to to is take over a dog-baiting operation and they’ll make Tier 2 with the Red Sashes dropping to Tier 1.

That’ll be the new status quo in Crow’s Foot. Who knows what will happen next?

(With 6 PCs and a few NPC extras, I thought that the Luddites should really be starting at Tier 1. So they did.)

Eighth and final session of our playtest / beta (see prior sessions…

Eighth and final session of our playtest / beta (see prior sessions…

Eighth and final session of our playtest / beta (see prior sessions here https://plus.google.com/109896206941346348750/posts/4RDXc2ug28g). The Blackstone Outfit pulled off the biggest heist of their careers, then promptly vanished from the city.

Gameplay notes:

* I was happiest with how this heist came off as a game element: almost zero planning, going straight in. I described the target (an armored carriage going between the Duskwall Mint and the Bluecoats HQ) and checked with the players for when they wanted to act. Generous use of flashbacks created a neat little “plan” ex post facto.

* Question on the setting: are the rifles in the setting muzzle loaders? Lever action? Bolt action?

* Question on gang actions: if a gang takes action and provokes a consequence, who resists with stress and how?

* We decided this would be the last session, since we don’t want to make any more updates to character sheets until the final version comes out. We also hit a good stopping point in the fiction.

As for the events themselves:

The Blackstone Outfit took advantage of the ongoing Iruvian Crisis to rob the overworked Bluecoats. They targeted the Bluecoats’ payroll, robbing an armored carriage as it headed to the Bluecoat HQ and taking only a few bullet wounds in the process.

Back home, the Outfit’s Lurk was assaulted by an Iruvian fire demon encased in enchanted armor (an Inevitant) – the Lurk had been the last person to handle the green mask that they’d planted to frame a copper. Meanwhile, the Whisper and the Cutter were surprised at their clubhouse by Baszo Baz, who had kidnapped Lyssa’s second-in-command and meant to strike at the Crows that evening. (The progress clocks With Friends Like These and Success Breeds Enemies had filled at the start of this session)

Unwilling to take a swing at the Crows, the Outfit murdered Baz to prove their bona fides to Lyssa’s second. They then waited until the Inevitant arrived so it could set their clubhouse on fire, leaving Baz to “die” in a fire rather than by knives. Unable to kill the Inevitant, they fled to a leviathan hunter staffed by the Cutter’s family. The hunter sailed into the ink-black sea, return date unknown …

We’ve played three sessions now at MK RPG, and here’s a few bits of feedback.

We’ve played three sessions now at MK RPG, and here’s a few bits of feedback.

We’ve played three sessions now at MK RPG, and here’s a few bits of feedback.

* The skill names get a bit of getting used to. The one-verb format is neat, but I have to keep the chargen summary in front of me when I’m running the game, to make sure that I use the correct skill for each task.

* I think downtime may need tuning for the number of players. I have six players in my game, which is probably more than usual. So far, the gang hasn’t really had to worry about Heat, as there are plenty of downtime actions to reduce Heat. At the same time, Coin might be spread a bit thin around the PCs. Also, the downtime phase takes a while, just going round the table twice and attending to everyone’s actions.

* Healing is brutal! One PC took two medium wounds dealing with the vampire Scurlock last session, and that’s 16 progress clock ticks to remove. I can’t see them going away in the five sessions we have remaining. Given the lack of Coin to share out, that PC may not be able to buy many additional downtime turns for the additional healing.

* The players are interested in the spirits and alchemy sides of the game, but there’s very little in the quickstart that covers them. Something to address in the full rules.

People are really enjoying the game! The first two scores (assassinating Baszo Baz and stealing turf off the Red Sashes) went very smoothly. The third (kicking Scurlock out of the boxing gym he ran) very much didn’t. As soon as they finished that, the Red Sashes acted on the previously-rolled “War” entanglement and kidnapped a couple of the PCs’ contacts. The gang now have to deal with that without having downtime to recover from the last score and with limited opportunity to call for flashbacks.

This could be brutal, and quite fun to play!

Play report for an open table game of a Crow gang.

Play report for an open table game of a Crow gang.

Play report for an open table game of a Crow gang.

https://fictivefantasies.wordpress.com/2015/12/28/blades-in-the-dark-mystery-box/

Desperate action? Check. So much deception that teeth were referred to as “lie combs”? Check. Fleeing a burning building with bluecoats closing in? Check. Delicious boiled hagfish feast? Check and mate. This here is a Duskwall adventure alright.

Thanks to Joe Lauren, Christopher Rinderspacher, Carl Leonardsson, and Brian Wille for a great one-shot game.

https://fictivefantasies.wordpress.com/2015/12/28/blades-in-the-dark-mystery-box

https://www.youtube.com/watch?v=yx9dHwc1caM

https://www.youtube.com/watch?v=yx9dHwc1caM

https://www.youtube.com/watch?v=yx9dHwc1caM

Favorite quote:

“For a game called Blades in the Dark, we sure do set a lot of stuff on fire.”

The players tried to fix the fact that the players killed two guards who worked for the fence they got, opened up the electric gates (momentarily), set a building on fire to do it, and turned a house into a ghost magnet when trying to get a job from under the Fog Hounds.

Deciding that perhaps killing two birds with one stone might work best, they framed the Fog Hounds for killing Jimmy Fingers’ men and then decided to take some pain to their turf.

And beat up a theatre patron, bribed a Bluecoat, panicked an opium den, and burned down a tavern in the process.

https://www.youtube.com/watch?v=yx9dHwc1caM

This week, the Dark Roots took a break from fighting Leviathan Hunters and causing chaos at an old Leviathan Blood…

This week, the Dark Roots took a break from fighting Leviathan Hunters and causing chaos at an old Leviathan Blood…

This week, the Dark Roots took a break from fighting Leviathan Hunters and causing chaos at an old Leviathan Blood refinery to pull a con on a low-level gang. Or try. One character’s overindulgence of their obsessive collection of masks lead to an encounter with Lord Atlas Scurlock and some exposition of the identity of the party’s so far obtusely mysterious Whisper. There was pimping involved, for some reason. Oh, and a list of commands…

https://asecretsang.wordpress.com/2015/12/20/blades-in-the-dark-what-trouble-a-mask-can-cause/

Session 5 of #theHulls

Session 5 of #theHulls

Session 5 of #theHulls

Notes

The crew seemed to get in their groove a bit more here. This score was a more straightforward burglary, in their hunting ground, so that might have helped. No factions to tip toe around, no grand plans to fret about.

The info gathering was much smoother and cleaner. Good rolls helped, but also I think I pulled back on how many obstacles the crew had to face to actually get to the info roll. That is part of what made the Red Lamp info gathering session so difficult.

I think I set the danger clock with too many segments; if I set it again I’d probably have gone with 4-segments instead of 6. In part, I set it high because I wasn’t sure how the engagement roll might have screwed up the clock. We haven’t finished the score yet so it may still cause problems.

I also think I failed to establish the patrol danger clock properly in the fiction, which I think took away some sense of its urgency.

A tricky bit was coming up with complications that didn’t reflect poorly on the Lurk’s burglary skills but more on happenstance and bad luck. I had to correct myself a few times before I got the tone right.

I’m also not sure about how well I set the position of the rolls. Most of the initial rolls were dominant, but on reflection I may have not emphasised the danger of the patrol enough, either from noticing the break-in or at least the time pressure of the patrol passing by.

Still, Rat ended this session with eight stress, one shy of trauma, from starting with 2, pushing himself once on entering Hagtrees and then taking 4 stress from avoiding level 1 harm: strain. So there’s pressure enough on the players for what is a pretty small job.

Gameplay

After considering a few options, the players decide they need coin to splash out on Rat’s (the Lurk) long term project to shore up Dust’s (the Slide) fake identity as a Customs Officer. The unquietness of Ashlynn Daava, the war in Crow’s foot, the bigger play against the losers of that war, all got ignored for the simplicity and directness of getting more cash.

For fortune rolled in their favour. A good opportunity for a spot of burglary has appeared in “the Drop” their hunting ground. A Fight Club is setting up tonight and only tonight in Painter’s Court, which has a fair view toward Brightstone in the North. The Fight Club moves around the city, all fights are to the death so disliked by Bluecoats, Spirit Wardens and the like. By the same token, the brutality attracts many, and the betting flows like butter all night.

Which brings us to the score: the Fight Club tries to run a tidy, quiet operation, relatively speaking. Once the fights are over, the money is usually sat in nearby shop or warehouse overnight, then moved during day trade under the cloak of the legitimate business. The crew plan to infiltrate the safe house overnight before the cash is moved. However, there are several artisan supplies and collectibles stores around Painter’s court that could be the safe house. So the crew go gather info to establish necessary the entry point detail for the plan.

During the day, Dust goes shop-to-shop in disguise as a foppish merchant, stirring up the shop attendants and keeping for unusual activity. These goes well (a five), but takes most of the day. This set up move help Talon (the Hound) to track any unusual characters that Dust points out with his Spite, his mind linked fine flying serpent hunting pet that he has a mind link with. This gives them good info about the safe house, though Talon takes a Devil’s Bargain that someone in the Fight Club crew is someone he knows from his past.

The entry point is Hagtrees, named after a desiccated ancient wood that looms over the entrance of this mirror, glass and crystal shop. It has barricaded shopfront, which is no doubt why it was picked, in large part to protect the valuable breakables inside from errant rocks or vagrants. Dust noted a large, obvious wall-mounted safe at the end of the shop.

Three clocks

o Entry into Hagtrees: 4-segments

o Painters Court patrol notices break-in: 6-segments

o Get your hands on the loot: 6-segments

The engagement roll is excellent, so there’s no surprises at the start of the score.

The crew saw the fights, Talon on nearby rooftops, Dust as a beggar in a dirty alley, and Rat mixing with the crowd. They easily follow the money through the various switches and subterfuge, and confirm it’s locked up in Hagtrees.

Hiding with his shadow cloak, in the dead limbs of the hagtree, Rat waits till the Painters Court clears out and calms to a whisper. Using Talon’s rooftop perch and Dust’s slovenly corner to time his entry best against the patrol, Rat cracks the hinges of the narrow venting window above the shop door. 2 ticks down on entering Hagtrees.

Unfortunately a new guard stepped out from a doorway, stretching and yawning after obviously having a nap, directly opposite Hagtrees, putting Rat into a more difficult position. In danger of spotting the Lurk carrying a windowpane or just the missing window, Dust used his beggar disguise to sway the guard into sharing a drink, laced with trance powder, which knocked the guard out and left Dust a slight confusion. Improved position for Rat and 1 harm on Dust.

Rat athletically manoeuvres himself through the long window, sliding the window pane after him since there was nowhere to leave it on the tree. Rat gets stressed out though, (4 stress, bringing him to 8) from the strain of dodging all the crystal and glass, keeping quiet, and carrying the cumbersome pane. But that’s the last two ticks for the Hagtree clock, so they’re in.

Rat moves straight to the wall safe, passing the mirrors covering the left wall and the crystal and glasses shelved on the right. But the big, obvious wall safe is fake, a chunk of welded metal. Not wanting to burn too much time searching by himself, he signals Talon. In swoops Spite, Talon’s mind-linked flying serpent. Leading a survey of the room, Spite and Talon quickly uncover a trapdoor under the Iruvian carpet. Rolling it back, Rat reveals a shining safe with a clip goblin triple wheel lock. Crack goes his knuckles. 2 ticks down on getting hands on the loot.

That’s a wrap for Season One of the Unrecommendables. Session report!

That’s a wrap for Season One of the Unrecommendables. Session report!

That’s a wrap for Season One of the Unrecommendables. Session report!

https://fictivefantasies.wordpress.com/2015/12/15/blades-in-the-dark-unrecommendables-grand-opening/

https://fictivefantasies.wordpress.com/2015/12/15/blades-in-the-dark-unrecommendables-grand-opening

Downtime – Session 4 for #theHulls

Downtime – Session 4 for #theHulls

Downtime – Session 4 for #theHulls

Payoff: 0 coin

Heat: +7

Player actions

Dust (the Slide) ended with 7 stress from the info gathering last session. So she indulges her Vice by going to her good friend Nyryx, in nightmarket, and listening to some of the bizarre and controversial secrets of Nyryx’s clients. Dust erases 6 stress.

Word is that it wasn’t the Red Sashes but the Hulls who garrotted a Red Lamp guard. Dust digs up truth that the dead guard actually enjoyed deflowering maidens, Iruvian and otherwise. This, along with bribes for a couple of prostitutes (found with Nyryx’s help) to spread rumours that embellish on those truths, Dust reduces heat on the Hulls by 2.

Talon (the Hound) spends time gathering info on Ashyln Daava, the occult collector and Talon’s last bounty hunt before the Hulls, and why her ghost might be back haunting the Wrecks (the Shipwreck graveyard within which the Hulls have hidden their lair). Talon meets his friend Fitz of Dunslough, who is collector himself. A good details result on the info roll means Fitz finds in his ledgers that, around when Ashyln had a bounty placed on her from stealing from the Hive, there was an item withdrawn from a black auction, the Sexton of Shadows. Fitz guesses if she nabbed it, and stowed it their when on the run, she might have come back to retrieve it. When asked how, Fitz describes how it is know the Sexton can be held by either a body or a spirit.

Talon also reacquires an asset, Vixen the ex-railjack Whisper. In the case of reacquiring the services of someone already known, we agreed the quality determined by the roll would be interpreted as how motivated and interested Vixen would be in continuing to work with the Hulls. The roll in this case shows she’s remained standard quality Whisper.

Rat (the Lurk) decides to starts a long-term project to shore up Dust’s false identity as Officer Strathmill, in part to help the Hulls hold on to the turf they took from the Seaside Dockers. So an 8-segment long-term project clock: Plant records to establish the identity and life of Customs Officer Strathmill. Rat marks a tick off the clock by breaking into the office of a money lender and planting a forged credit history for Officer Strathmill.

Rat also reduces heat on the Hulls concerning the brawling and break-in at the Red Lamp. Rat bribes some nurses at a hospital burn ward, establishing an alibi that Rat was bed-ridden for days after the Red Lamp inferno and certainly in no fit state to strangle a swarthy guard in broad daylight. Heat drops by another 2.

Entanglements

They rolled gang trouble, but they don’t have any gangs or other cohorts so that meant no entanglements.

NPC factions

The war between Lampblacks and Red Sashes. A Red Sashes drug den and manufactory burns down, rumour has it was demon fire. This brings down the ire of the Inspectors, normally allies to the Red Sashes but growing increasingly agitated as the war escalates. 3 ticks toward the Lampblacks destroying the Red Sashes, boosted thanks to the help of the Whisper Twins.

Word has got out that the Lampblacks pulled strings with Ironhook Prison and secured early releases for some of the Lampblacks’ heaviest, including the Bathos Brothers and Melindra Waneheart. This much needed boost to the Lampblack rep came just in time, because they took a heavy blow when their ‘Bitter Talent’ brewery was found tainted after civilians and gang members started losing body parts after drinking the popular performance-enhancing beer.

The Foghounds tick down their Find a patron clock: 6 to 5. The Foghounds have been working on building trust with some of the ship captains the smuggle from, and it’s finally paying dividends. Word has it they got an invite to a party in Whitecrown. No doubt they’ll be spruiking tax avoidance services to the nobles that own man of the Leviathan and merchant ships.