Another wall of text incoming.

Another wall of text incoming.

Another wall of text incoming. My crew of thieves has now finished their second score, which, again, took two 45 minute sessions. We’ve also added a 4th member to the crew, Zephyr the Whisper (who has never played any kind of TTRPG before). I imagine we’ll probably end up with one more player at some point, but not everyone will be available for every session, which was why I went with Blades for a lunch game in the first place. I’ll start with some notes and then move on to the recap.

– Still working on effect, but I did use it more during this score. The alchemist and his pet hull spider were deadly combatants and had clocks representing their health.

– By default I allowed resistance to decrease harm by two levels (as fictionally appropriate), and the PCs are still battered after this mission, but not as much as they could be. I think everyone enjoyed this more.

– Don’t split the party! Teamwork moves are powerful, and it hurts to not be able to use them.

– I was hesitant at first of a TTRPG noob playing a whisper instead of something simpler like a cutter, but the player did a great job. He had creative solutions to problems, and he owned with his Tempest ability.

– Seeing the Whisper’s Tempest ability in action was pretty great, although it does leave some of the players wishing they could do things like that.

– I used the entanglement roll for the first time, and nothing happened because the crew doesn’t have any gangs yet. I’m considering rolled a d8 instead of a d6, which would allow for at least a 25% chance of no entanglements after a job going forward. 

– I may be doing minor harm wrong, because I keep handing out things like “stunned” or “dazed” and my players want to know how they can clear their “stunned” condition during the score. If I want to stun a player, I should probably just decrease the position of his next roll by 1 instead of making that a minor harm. Minor harms should be for things that you can’t just shake off in a minute or two, unless there is a mechanic at some point to do that as an action.

– On the subject of harms, I keep forgetting to actually impose their penalties. The Leech’s back was tweaked, but I never gave him -1d on all the physical rolls he made. Similarly the cracked rib that the Hound suffered from the hull should have probably impaired his fighting ability. Just another thing to work on.

The crew present today was, Caveman (Leech), Bones (Hound), Cobalt (Lurk) and Zephyr (Whisper).

The Chimney Sweeps spent a few weeks engaging in their vices and trying to recover from numerous wounds received in their previous job, until they were summoned by a lackey of Bazso Baz. Bazso was unhappy because the Red Sashes have decided not to lay down and die after losing their war chest to thieves a few weeks ago. Instead the Red Sash alchemist and a group of sword fighters have been waylaying the certain Gondoliers who have been transporting drugs for the Lamp Blacks. The Gondoliers have placed a bounty on the head of the Red Sash alchemist, and Bazso would like the Chimney Sweeps to be the ones to collect it.

The crew decides to go with a Deception plan, borrowing a boat from the Gondoliers and appearing to be weak while actually springing a deadly trap on the alchemist. They also recruited a Whisper named Zephyr for his ability to control water, which would certainly come in handy in the canals. Zephyr and Cobalt paddled the boat while Bones perched on a rooftop with his rifle and Caveman rode along the canal in a Cab. Unfortunately the engagement roll came up (1,1,1), and it turned out that a spy in the Gondoliers informed the Red Sashes of the trap, allowing the alchemist to set a trap of his own. All at once a green acidic mist started to rise from the water into the boat, a pair of thugs ambushed Caveman and pushed his cab into the canal, and a spider shaped hull attacked Bones.

A round of resistances left Cobalt hanging from a bridge over the canal, Zephyr suffering minor acid burns, Caveman hanging by a grappling hook on the side of the canal, and Bones ineffectually fighting the hull with his pistols. The alchemist was nowhere to be seen, and things were looking grim for the Chimney Sweeps when Zephyr came to the rescue. His eyes turned blue and small bolts of lightning cracked around him as he tried to summon a cyclone to whisk the mist away. Zephyr’s Attune rolled landed (6,6,6) and I asked the player what his ideal scenario would be. We decided that the cyclone not only captured all the mist but also the alchemist who was hiding under the water. Zephyr pushed the mist away down the canal and the alchemist was flung from the water and landed, stunned, on the bridge near Cobalt.

At this point the fight was against two main targets, the hull and the alchemist, both deadly opponents. Caveman swam to the boat revealing a catapult that he had made earlier that he used to launch Bones’ dog at the alchemist which greatly helped Cobalt as he fought the deadly alchemist with a penchant for acid bombs. At one point Zephyr attempted to create a great hand made out of water to throw the gondola up to the bridge and land on the alchemist, but a failure resulted in the boat missing the bridge but dumping its occupants in front of the alchemist. The alchemist drank a potion turning himself into a cloud of acidic mist that enveloped Cobalt and Caveman, but Caveman happened to have a clockwork fan that he used to blow the cloud away. At this point Zephyr realized that acid is mostly water, and he attuned to the cloud, freezing it and killing the alchemist.

The fight with the hull spider was not going as well, as Bones’ pistols were doing little damage to the ghost controlled machine. In a eureka moment, Bones recalled that he had some ectoplasmic shot that might damage the ghost. He fired, and the new ammunition seemed much more effective, but the hull tackled him off of the roof onto the ground below. The spider was about to land a killing blow when Zephyr saved the day yet again by pulling the spirit out of hull and into a waiting spirit bottle. Unfortunately in its death throes the hull put one of its legs through Zephyr’s heart, appearing to kill him. However, in a flashback it turned out that Zephyr’s heart was actually located on the right side of his chest, and so he survived with only a punctured lung. With the alchemist dead, the Chimney Sweeps went to collect their reward.

Without quite as many injuries to recover from this time, the crew has expressed interest in starting some long term projects. Caveman took the Hull body with him, and would really like to learn how to bind a friendly ghost to it himself. In addition he would like to make friends with a tailor and add him to his list on contacts. This is mostly because he wants +1d on his vice (luxury) rolls from a contact. 

Yesterday was session 6 of our ongoing playtest / beta (prior sessions here…

Yesterday was session 6 of our ongoing playtest / beta (prior sessions here…

Yesterday was session 6 of our ongoing playtest / beta (prior sessions here https://plus.google.com/109896206941346348750/posts/ByfLkp84uDB and onward). In this session, the Blackstone Outfit (a Cutter, a Lurk, and a Whisper) tried to appease the abbess of the Weeping Lady who’s been letting them hide out in the church belfry.

Play notes:

* Going easy on the players can stretch out a heist or a session longer than might be interesting. The players failed or earned consequences on several desperate rolls this session, and I realized afterward that I gave them normal harm (level 2) more often than severe harm (level 3). After staging this down with resistance or armor, this most often left them at level 1 or nothing. They weren’t able to make any progress against the core mission clock, but they weren’t really compelled to withdraw, either. Really it’s my own damn fault for not being cruel enough.

* Said this before, but again I found myself at a loss for consequences as a mission stretched into later rounds. Since almost every roll requires a consequence (1-5), please provide extensive lists of examples in the final product! (I probably don’t need to overthink this as much as I do, but I get tired of saying “the goon bashes you” as a consequence)

* We had our first trauma this session! Scooped up for interrogation (Entanglement), our Lurk botched his resistance roll and took enough stress to push him over the edge. He emerged from the jail obsessed with taking the Bluecoats down for the indignities they visited on him.

* Our players really like the new stress and Vice rules. Now they have dueling incentives to take some stress but not too much, keeping it in a sensitive range.

* Question: do harm penalties apply to rolls to recover from harm? Or to any downtime rolls? I ruled “no” to the former and punted on the latter, but could use an official ruling.

* Also a question: the new recovery rules suggest a roll to recover from harm is optional (if justified in the fiction) but not necessary. I adjudicated this by giving the PCs a 4-wedge clock to recover from their normal harms. After they narrated how they were treating their harms – the Cutter visiting a barber to get a bullet removed; the Whisper treating his head wound with leviathan blood – I offered them either a standard 2 wedges on the recovery clock, or the chance to roll for an “experimental treatment.” The Whisper rolled and got the same 2 wedges anyway; the Cutter opted to play it safe.

* I find myself getting confused on gang Quality. In the initial QS, Quality was the number of dice your gang rolled. However, for every other asset, Quality impacts effect, not available dice, and for every other Crew trait, Tier is the number of dice you roll. It would help me keep it straight if this were standardized, or explained in a way I could remember.

* Maybe it was hunger or fatigue, but at the end of the session, I found myself a little confused with all the rules to keep in mind. It’s likely a function of the PCs having enough XP to unlock more Thief and Crew special abilities. This led to a lot of questions – “how do engagement rolls work again? Is getting a bonus on engagement rolls worth more than Fine Building Plans?” – that I was stumped on.

I know that, for a fiction-first game, I should only be using the mechanics that make sense. However, when a player takes a special ability that uses a mechanic I employ rarely or never (engagement rolls, hunting grounds, gather information), I have to either (A) warn them off, (B) start incorporating that mechanic just to give them the bonus, or (C) let them waste the slot. Those are descending order of preference, by the way.

I’m sure this will be addressed in the final release, where the rules are organized and full of useful examples. But last night was the closest I came to saying, “Okay, we’re doing the same setting, but using Fate Accelerated. New character sheets next time!”

* Still a fan!

As for the session itself:

The Blackstone Outfit was perilously close (3/4) to being kicked out of their secret hideout, the belfry of the Church of the Weeping Lady in Crow’s Foot. They persuaded the Abbess to throw a fete, while secretly planning to summon a ghost that would emerge from the Weeping Lady statue outside the church at the height of the festivities. This “miracle,” they hoped, would get asses in the pews.

However, the Outfit’s cohort of touts and barkers (the Crow’s Foot Penny Show) had zero luck in flyering the neighborhood. The players decided that the date of the festival conflicted with the Feast of the Mortification, a big celebration for the Cult of the Ecstasy of the Flesh. Unwilling to abandon their sunk costs, the Outfit decided to wreck the Cult’s feast instead.

Highlights:

* The Lurk tried to plant a bomb in the hand-cranked tumbler that Cult loyalists drew from to get their rite for the day (sometimes you’re the dom; sometimes you’re the sub). He lost the bomb, unfortunately, and drew the lot for psychedelic herbal fumigation. A smoking pot was thrust under his gaping jaw and he passed out for a bit.

* The Whisper compelled their summoned ghost to manifest when the Lord and Lady of the Ecstatic Rites were about to be announced, so that everyone was watching the stage. This worked, but drew the attention of the Cult’s own plasmic sensitives: the Exultants, shirtless flagellants who wore iron halo vests screwed into their skulls and collarbones. The Whisper fled, but not before he was pasted with a viscous gel that numbed his attuned senses.

* The Abbess had insisted that the Cutter take a novitiate along with them, so the two of them were haranguing orgy participants from a street corner. The Cutter fought off some Cult enforcers.

* The Outfit finally kicked the Feast from a riot to a full-blown rout when they arranged for every Cult icon hanging in the square to ignite simultaneously (Flashback to their cohort rigging some fuses).

Back again with the continuation of the prior debacle, this time with a question on the end.

Back again with the continuation of the prior debacle, this time with a question on the end.

Back again with the continuation of the prior debacle, this time with a question on the end.

So, let’s give them names to begin with. This week, we had three of our up to six man crew in Wulf, the Cutter; Vizard, the Leech and the Whisper only known as Shadow (I know). Now, from running into the Lampblack’s hideout, killing Baszo Baz and rescuing their friend who is currently absent, likely recovering, Wulf has a gunshot wound to the shoulder (moderate harm), Vizard is recovering from trauma after being severely burned by her own alchemical bombs (moderate harm). Shadow’s just dandy because it was translating this book of necronomical (should be a word) nefariousness during the whole “attack the Lampblacks” thing.

So, we decided that this whole: perform a ritual to kill a crew of Leviathan Hunters would in fact be two separate Scores, one after the other. Considering the magnitude of what they were doing. The first Score would be, steal items of sympathetic value to each member of the crew. The second part, would, of course, be the ritual.

So, the first part. They graduated from Tier 0 gang attacking a Tier III gang to Tier 0 gang attacking a Tier IV crew of super-badasses. That may not be official canon, but after I described who the Leviathan Hunters were our Whisper said, “so they’re basically all the main character of Skyrim” which I decided would now be part of our canon. Unfortunately that obviously wouldn’t go well for them.

They secured the poor gal away, discovered that she was being prepared for the Hollowing by the C of E of F, something she was very enthusiastic about and upset she would not be able to take part in, but somehow, these guys who lack a Slide and are generally useless at using their words, managed to Sway her into believing that that was what they were going to do to her, that they worked for the C of E of F.

Getting back to the point, so, they scouted out the ship, determined that there was only 1 Leviathan Hunter on the ship at all times, and came up with a plan to sneak onto the ship, nab the stuff and get out without alerting them. Unfortunately, this crew of Thieves, in addition to not being good at talking, are also historically bad at sneaking (they had a Lurk for one session and he suffered Trauma from how bad his friends were at sneaking; well, not really, but it sounds better that way). They’re muggers, not pickpockets, essentially.

So, we make our Engagement Roll. I decide the Leviathan Hunters are ill-prepared because, well, they are. They roll a nice 6. No trouble. Great, everything’s going well. Let’s start with the Prowl roll to get down into the ship. Group Action Prowl; everyone botches, because they’re really bad at sneaking.

I jump into the first-person perspective of someone sitting in a cabin…looking straight at his friend. They rolled a 4/5 on their earlier Survey so I decided they would be noticed and the crew would go to the trouble of maybe having one more guy on the ship for a while.

So, I now draw up five clocks. First clock: 6 segments, find stuff. The first four segments and they’ve found all the Hunters’ junk, two more for loot.

Second clock: six segments, Leviathan Hunter #1 Defence. Four segments, Leviathan Hunter #1 Resilience. Six segments, Leviathan Hunter #2 Defence. Four segments, Leviathan Hunter #2 Resilience. They’re the main characters of Skyrim. 

We then have a series of botches on the part of the Whisper trying to Attune to Assist the Leech’s Survey, who then botches that, meanwhile, the Cutter is somehow rolling 4s and 5s vs. this first Leviathan Hunter. We do a little Devil’s Bargaining with their two fellow gang members, Wester and Cristof, getting double-headshotted by the first Leviathan Hunter as a kind of nice “hello, I’m a badass” scene. Well, we did a lot of Devil’s Bargaining, these guys knew they were, if you’ll pardon my French, fucked so they took basically all of my offers.

The fight between the first Leviathan Hunter and Wulf was quite the thing. Wulf waits round the corner to ambush him, the Leviathan Hunter spots him and smacks the iron walls of the ship with his lightning sword (oh, they have lightning swords btw) and blasts Wulf, but Wulf shakes it off and turns to fight him. Bang, bang, two more gang members dead. Wulf runs in, swings his axe, the Hunter ducks it easily and stabs forward. I describe the Leviathan Hunter stabbing Wulf so far through the gut it sticks into the wall behind him and then electrifies him until smoke comes out. Then we see the Leviathan Hunter’s eyes widen as Wulf isn’t actually there, having used his Battleborn to dodge with preternatural instincts. Then he pops his rage essence and I suggest this grabs Wulf, yanks him out of this ship, back through time to the Skovlan War,  standing on snow stained with the blood of his comrades, an Imperial Soldier staring him down with a monstrous visage. Not knowing what it does, I gave him Potency, +1 Effect and the ability to ignore his shoulder wound.

Anyway, now they need to gtfo so they decide to flashback to having prepared a “gtfo plan” (although somehow I don’t think that’s actually in the Duskwall parlance) where they put the word out that the antidote to the Cold Slumber is on this ship. So, one last Attune by the Whisper to put the Leech’s Thought Essence to try and wrench Wulf out of Skovlan and back to reality. 1 Leviathan Hunter is on 1/6 Defence (4/4 Resilience), the other is fresh as a daisy.

They make a crucial Prowl roll…and they get a 5. The Leech loses one of their bandoliers to the mob of Cold Slumber victims, the Whisper resists the effects of it as it is tackled to the ground (per a former Devil’s Bargain) but nevertheless suffers Trauma. I describe how the victims all whisper the same phrase in it’s head, over and over and it is sent into a trance state where it just sees this horrific mass of writhing tentacles, arms, limbs, chaos that it cannot look away from. And that persists for the next hour until they get back to their lair. Turns out, some things can traumatise the Whisper only known as Shadow.

So. My question is: was I too hard on them? They ended up getting 3/4 of the Leviathan Hunters’ junk for the ritual, which means about a quarter of them will survive it. Do you think this is a reasonable obstacle for a Tier 0 gang to face against a Tier IV gang? 

One last thing, as a result of this they got 3 Heat and lost 1 Rep. Would you say that’s appropriate?

Session 9 of the Unrecommendables.

Session 9 of the Unrecommendables.

Session 9 of the Unrecommendables.

https://fictivefantasies.wordpress.com/2015/11/17/blades-in-the-dark-unrecommendables-inspired/

Here we see the system used to try and prop up an artist’s flagging inspiration and will to complete an operetta. Also assassinating an old woman bureaucrat who finally took a step too far. And further unraveling of the tangled mess that results when the Outsider touches a mortal on the material plane side of the Mirror.

https://fictivefantasies.wordpress.com/2015/11/17/blades-in-the-dark-unrecommendables-inspired

Our third or forth session since rebooting after losing the first gang to wanted level 4.

Our third or forth session since rebooting after losing the first gang to wanted level 4.

Our third or forth session since rebooting after losing the first gang to wanted level 4. This is with the newest version of the rules (4a?)

A few characters have carried over (1? 2?) — but the new gang is mostly new charcters, with some interest in recovering one of the characters from the earlier gang from prison. This new gang has focused on maintaining a good relationship with the authorities (positive relations with both the Investigators and Bluecoats) in the effort to avoid going the way of the Little Sisters.

The gang decided to remove a secret device planted on a Leviathan Hunter ship for research purposes. To do so, they had to sneak passed Seaside Docker Sentries (they are at war with them and rolled a 5 on the engagement role — it made sense anyway, given the location). A devil’s bargain resulted an a second group also targeting the same ship for unknown reasons.

Once passed the Docker sentries in the district and the Hunter marines on the gangplank, the players ran into the second team running a job aboard the ship — Red Sashes. The Red Sashes seemed to be part of an operation to steal the ship and planning to remove the same device the PCs were targeting. The Red Sashes tried to talk, but the PCs shocked and gassed them into unconsciousness. They did hear a warning that the device would destroy the ship somehow if not removed.

The ship cast off. One player character rushed for the device, the other for the engine room to disable the ship to prevent the device from detonating (countdown clock running). One player flashbacked to making a deal with a Naiad (from a prior job and with whom he had developed a permanent psychological link as a devil’s bargain) to aid them in pushing the ship off course and back towards Duskwall. It bought them more time. 

One stubborn engineer refused to go the way of his companion in the engine room, tying up one of the PCs for a long while. The other PC tried to draw on the mental link with the Naiad to help locate the device on the ship. A serious complication led to the Naiad temporarily possessing him. That player tried to negotiate with the Naiad, but another serious complication led to the Naiad attempting to absorb his identity in a permanent possession. The PC was at 3 trauma and nearly full on the stress track and clearly was feeling anxious about how to fish his character out of the situation intact.

Meanwhile, the PC in the engine room finally took out the final engineer, but the bastard collapsed on him in his death throes in alchemist fire, also burning the hell out of the PC. He tossed a gunk-up temporary gear stopper in the engine to buy some time and electrocuted himself trying to rewire it. We ended in the middle of the challenge as we ran out of time. 

After this second session with the latest iteration of the rules, I for one am very much enjoying the grittier feel from limiting the bonus dice pool and emphasizing tier/quality, scope, and potency a bit more on the challenges. I’m not sure the players share this enthusiasm. I also offered to start rotating GMing — I’d like to try it out.

Overall, I like everything in the newest rule set. There are some details that remain fuzzy, but I think we are working them out in play. Happy with the direction we are sailing.

Leviathan saves Whisper’s life, asks it (agender character) to kill a crew of Leviathan Hunters by performing a…

Leviathan saves Whisper’s life, asks it (agender character) to kill a crew of Leviathan Hunters by performing a…

Leviathan saves Whisper’s life, asks it (agender character) to kill a crew of Leviathan Hunters by performing a little old spell that requires sacrificing the life of an innocent (defined as someone who has never taken another life) out in the wasteland. The crew is like, “sure, whatever” with the exception of deciding they were scrupulous enough to not kill a kid. They find a target, I tell the Whisper how they are definitely innocent, not only that, but their soul is radiant, like they have never hurt a fly.

I ask the players, “so, how would you like to kidnap this innocent woman and murder her in order to serve a dark god?” They suddenly discard their “sure, whatever” stance and get a bit cagey. I ask the Whisper if it actually told the how radiant this woman’s soul was. Whisper says it did not go into detail, just said they were an innocent. The crew says, “well, alright then” and assemble their pool for a Group Action.

I say, “Devil’s Bargain: no matter what happens, the woman tries to kill one of you at some point,” and then stare at them with a huge grin on my face, saying nothing while they argue back and forth, obviously weighing the dice against the possibility that their innocent might suddenly not end up so innocent while they are in the middle of the wasteland (and they already fucked up finding an innocent once beforehand).

Telling whether they took it or not and what happened next would spoil it. I just wanted to tell a story about my sixth or seventh session of running Blades in the Dark, the moral scruples of a gang of Thieves and when you’ve got a good offer (that’s not just: “your cat dies” repeatedly, although I will keep saying that) how great the Devil’s Bargain mechanic can be.

P.S. Release the game already.

Warning, there is a massive wall of text incoming.

Warning, there is a massive wall of text incoming.

Warning, there is a massive wall of text incoming. I ran my first two sessions of Blades this week, and I thought I’d share my experience so far. As background, I play 5E D&D with a bunch of guys over lunch at work (we’ve also played Pathfinder and Dungeon World), but finding a day when everyone is available is a hassle. I thought it might be cool to try to run Blades on days when not everyone is around, because it seems pretty easy to adjust difficulty on the fly, and also explain why some PCs aren’t around (lost in vice, locked up, etc). At first the group balked at playing bad guys, but I described the game as a mix of Ocean’s 11, Firefly and Dishonored they got pretty excited. Of course, we only play for an hour at a time, so it took us 2 sessions to complete 1 score, not including downtime.

Here are some general thoughts I had.

1. The players had an absolute blast. I basically let them describe the layout of the building they were infiltrating, and attempt the robbery anyway they wanted. This is a level of freedom they don’t get in D&D. 

2. In our D&D campaign these guys are your archetypal over planners (even though they hate it), and the planning system was a godsend.

3. The players made ample use of the flashback mechanic (3 times I think), and that was probably their favorite mechanic overall.

4. The leech was an artificer and would frequently want to flashback to tinkering on just the right tool he needed for the job. It was definitely cool, and he loved it, but then should I retroactively increase his load to account for more tools? I’m not really sure how to handle this, and I don’t want to tell him no. I anticipate this coming up a lot.

5. We had frequent conversations about the position of actions rolls, and what the PCs could do to make them more or less controlled. Conversely, we had no conversations about effects because I generally let single actions finish the job. I need to be better at thinking about effects.

6. Because I wanted to try and finish the score before the second lunch was over, I think I favored harm over complications. While this made the score shorter, the crew is pretty banged up now. I should strike a better balance in the future.

7. I was the only one who read the rules beforehand, so there was lots of confusion about resistance vs action vs fortune vs engagement rolls (and we haven’t even gotten to downtime rolls yet). I sort of sold this as a rules light game like Dungeon World, but while it is has similarities to Dungeon World (fiction first), my players thought the rules seemed, at times, arbitrarily complicated. This was probably my fault, since I didn’t always explain the rules succinctly. Complexity-wise, Blades probably falls somewhere between Dungeon World and Pathfinder, perhaps somewhere close to 5E D&D.

And here is the actual mission report:

The Chimney Sweeps are a creative crew of thieves operating out of Crow’s Foot, which currently consists of Caveman (leech), Cobalt (lurk) and Bones (hound). Caveman is a dandy focused on clockwork contraptions, Cobalt is an ex-bluecoat turned pick-pocket and Bones is a down on his luck Sailor with a ghost greyhound companion. This crew ended up in Bazso Baz’s office and accepted his job offer to rob the Red Sashes’ HQ.

The group Gathered Information on the HQ, and discovered it was a large 2 story building, with the vault most likely in the basement. The plan was to infiltrate the Sashes’ HQ via the chimney into the 1st floor kitchen. Fast-forward to being on the roof, and Caveman tinkers a pulley system to get everyone silently down the chimney. Unfortunately a poor engagement roll lead to Cobalt discovering 2 guards in the kitchen. He tugs twice on the rope up the chimney in a prearranged signal for trouble, and Bones commands his ghost dog into the house to distract the guards. The roll was a partial success, which caused the dog to run into a guard wielding a lightning hook, and he was captured.

With the guards occupied, the whole gang made it into the kitchen without a problem, but there was now a 6 segment clock on the board the read “Dead Dog” that was slowly filling up. The group split up at this point. Cobalt rode a dumbwaiter from the kitchen to the basement, Bones went to rescue his dog, and Caveman stayed in the kitchen with a plan. 

We flashed back to when the crew discovered that, unlike most buildings in this rundown part of town, the Red Sashes’ HQ had all electric lighting and the generator was in the kitchen. Caveman did an assist action and desperately attuned to the generator to knock out all the lights in the building, and also create an arc of electricity to the guards lightning hook to destroy it. A partial success was going to leave him very badly burned, but he resisted with his special clockwork grounding vest that absorbed the electricity causing him to merely spasm and throw his back out. 

Downstairs Cobalt made use of Caveman’s assist by employing his dark-sight mask to ambush a guard, slitting his throat (so much for not being evil). He also managed to pick the lock on the vault with minimal fuss, and got a large chest of silver back up the dumbwaiter to a waiting Caveman.

Bones snuck up on the guards that were fighting his dog, arriving with only 1 slice left on the clock that would result in a dead dog. He fired a warning shot in the air, commanding his dog to come with him and the guard to not pursue on pain of death. A partial result cowed 2 of the guards, but the third was a badass and was not deterred. A fight broke out and Bones opened fire on the Red Sash, taking a devil’s bargain that the muzzle flash from his pistol would light up his face allowing him to be identified. A failed roll left Bones disarmed and with one fewer finger from a lighting quick sword slash. A resist roll brought that down to just the tip of his pinky finger cleaved off. At this point Bones thought it was be best to retreat, and made a desperate leap from a second story window, taking a devil’s bargain that he’d need to somehow dodge a deadly throwing knife. The leap was a success, but Bones tried and failed to shoot the throwing knife out of the air, earning him a nasty shoulder wound.

All that was left was for Caveman and Cobalt to escape back up the chimney with the treasure. Caveman decided to use some explosives from his wrecking tools to collapse the chimney after them but got a partial success. The explosion was much larger than they anticipated, caving in the roof underneath them. They leapt to an adjacent building, but Cobalt dislocated his shoulder in order not to drop the chest of silver into the alley below. 

So the Chimney Sweeps got away, though each member ended up with 1 standard harm, a few lesser harms, and quite a bit of stress. They also racked up 7 total heat from a rather explosive mission. On the positive side, Baszo split the take with them, leaving them with 2 coin and quite a bit of rep for wrecking the Red Sash HQ. They’re probably going to need to spend some of that on extra actions to heal some harm and reduce heat, but we’ll see.

This past Saturday was the fifth session of our continuing playtest / beta (fourth and prior sessions here:…

This past Saturday was the fifth session of our continuing playtest / beta (fourth and prior sessions here:…

This past Saturday was the fifth session of our continuing playtest / beta (fourth and prior sessions here: https://plus.google.com/109896206941346348750/posts/CwT8My6gbV1). The Blackstone Outfit added a Lurk to their ranks, in addition to the Cutter and Whisper. We used the v4 QS rules for the first time.

Notes:

* I made the most conscious effort to play fiction first this session, out of any of the prior sessions, and really enjoyed the experience! Rather than immediately plonking down progress wheels as soon as the heist was set out, I let the gameplay proceed like a conversation. When an obstacle emerged, I asked what the PCs wanted to do, then set a roll and position as appropriate. Only when I wanted to linger on the scene for more than a beat did I impose a progress clock.

(I know the above is Narrative Roleplaying 101, but it’s still a rhythm that I struggle with! Please include lots of examples of play in the final product to help GMs like me)

* Fiction first is definitely helpful when deciding which of the game’s many mechanics to apply. As an example: the Outfit was trying to disable a hullspider. After the Cutter cracked its metallic exterior, the Lurk said he would pour ball bearings into its insides to jam up the works. The Cutter wanted to help by grabbing the hullspider’s scything legs and pinning it down. We initially thought that might be a group action, but balked since the Cutter and the Lurk were doing two different things. The Whisper, who’s been very diligent about reading the rules, suggested this was better as an assist, and we all agreed.

* This is a high-class problem to have, but I often find myself getting stumped for complications in the climactic final third of a scene. All the PCs are harmed, position is already desperate, and the reinforcements that we set as a countdown clock (in an earlier complication) have already shown up!

* With that said, I found a lot of uses for the Lost an Opportunity complication in this past session. The Whisper’s failed attempt to cut an armed guard (Skirmish) meant the guard pinned his arms against the wall (lost the opportunity to further Skirmish). And I was able to slow down the Cutter’s murderous rampage when the Whisper threw a bottled ghost at him.

* Another vote for the beauty of progress clocks as an all-purpose mechanic. The crew’s job was to raid the Bluecoats’ evidence locker. They snuck past the guards up front with no bloodshed or suspicion – a first for them – so I put them in the evidence room with a progress clock called Loot. Every wedge they filled would be 2 Coin worth of goods hauled off. The obstacle was the chaotic disorganization of the room: no clear system to the shelves, no obvious labels for what was valuable. Potential complications included added load (if they looted something valuable but heavy) and wasted time (someone has to come down to enter some evidence eventually).

* I made explicit the house rule that effect lives between Limited and Great – in other words, a successful roll will never fill less than 1 wedge or more than 3. This is mostly to save me the math and discourage PCs from spending too much time hunting for bonuses (which can slow down play).

* UPDATE: forgot to add: this was the first session I felt engagement rolls or fortune rolls were interesting enough to merit use! So that’s a big improvement for v4!

As for the session itself: the Blackstone Outfit snuck into the Bluecoats’ station via an abandoned dock ramp. Disguised as coppers themselves, they bluffed their way down to the evidence room – a large cell in the abandoned dungeon beneath the station, guarded by a hullspider. They smashed the hullspider and cracked the cell lock, only to be baffled by the disorganized shelves. They took a decent haul, but had to fight their way past several Bluecoats and a police Whisper. With further reinforcements bearing down, the Outfit opened a ghost door to an unknown location …

This morning’s game of Blades went faster than Friday’s game mostly because three of the four players were KS…

This morning’s game of Blades went faster than Friday’s game mostly because three of the four players were KS…

This morning’s game of Blades went faster than Friday’s game mostly because three of the four players were KS backers and knew a bit about the game and game system even not having played it.

After the usual intro from Bazso Baz he gave the crew the task of stopping a merchant who had been smuggling material lin for his business and threatening the livelihood of one of Baz’s preferred vendors. As the material was elctroplasm of high quality the trade had to be halted. The team traced the courier from the docks having identified him at the merchant’s house. The friendship of a guard at the dock allowed the crew to identify the potential routes used and the Whisper deployed his arcane knowledge to find the ghost tunnel that was getting past the customs house.

Follwing the courier on his next trip the team ambushed him as he exited the tunnel with two following him and doing tohe snatch and the oetrhs standing by to grab the bundle and snipe him from on high. The two man team fumbled the grab but the other managed to grab teh parcel but the courier got away. Luckily the backstop of the Hound took him down from a nearby roof. As a result Baz was well pleased and they got to do a downtime action before being summoned back to the coal warehouse for another job.

This time a merchant suspected his wife of having an affair and wanted proof. The crew followed teh wife and found out she was going ot a run down house and so were several others ate various times of day. A bit of digging revealed that the house contained one Grace and extortionist friend of the Cutter. A friendly chat in the gambling house that fed their mutual vice and the expenditure of 1 coin to gain an extra die meant that the truth was out. The woman wasn’t having an affair but was being blackmailed over her past behaviour. Keeping it secret from her family and her newish husband was all important.

This posed an interesting problem as the players brought some 20th century attitudes to the game and only teh Cutter’s insistence on not damaging his friendship with Grace and only telling Baz that the wife was not having and affair would do saved teh day. SO they good another ‘Well Done’ from Baz and some more Coin.

This ended two great games of Blades over the weekend and provided a look at the system for eight more players keen to see the finished product. All agreed that a longer game would be great fun and one suggested that bringing to Longcon next July for two days and about twelve hours of gaming might get a great campaign emerging from the longer/multiple sessions.

Ran a game at Indiecon in the UK this afternoon.

Ran a game at Indiecon in the UK this afternoon.

Ran a game at Indiecon in the UK this afternoon. The new 4a QS worked well and the majority of the four players picked up the system quickly. We did fulllchargen and most of the crew gen but skipped the bit about the factions as I could see they wanted to get on.

Baszo Bas offered then teh chance to work with the Lamblacks – they didn’t have much choice as disputing with Baz cost one character her little finger. The score was to kidnap a spice merchant for ransom as he hadn’t been paying his protection money. They scouted the are and located the security before deciding to enter the shop, kill  the guard and abduct the man. Poor die rolls meant his wife came back early and had to be restrained and bullied into keeping quiet. They crew grabbed the merchant and put him in their coach before going to a safe house and extracting 8 coin. They gave 5 to Baz and he gave them 2 coin. However they kept 3 back from the original ransom so Baz might be coming after them for the balance when he finds out.

The second score involved the crew taking down a Hull (spirit controlled clockwork man) who was selling ‘product’ in Baz’s territory. They tracked one of the local dealers and made him call Tick-Tock who was promptly ambushed and attacked with a lightning hook armed Whisper in a spirit mask. The spirit was trapped into a spirit bottle and the crew brought the head of the clockwork automaton back to Baz as proof. They then sold on the clockwork bits and the spirit for more profit. 

Everybody enjoyed the game and two stayed behind to tell me how much they liked the background.

Have another slot scheduled for Sunday morning  so we’ll see if teh enthusiasm holds up with a new set of players.