Just ran my first v4 session, and we enjoyed many of the new mechanics.

Just ran my first v4 session, and we enjoyed many of the new mechanics.

Just ran my first v4 session, and we enjoyed many of the new mechanics.

I struggled most with choosing effect levels, as recent posts by others have echoed, I usually end up choosing Standard effect because my default is “A success means you do all you’re aiming to do” but I can see that more complex actions would reveal more nuanced granularity of effect levels.

Anyway, best way to report what happened is to tell the story:

===

Lord Scurlock had asked The Gentleman Bastards (a crew of thieves who operate out of the basement of a clock shop) to arrange an accident to happen to Mister Samiel T’Lor, an occult collector who lives in a modest 3-story tower in the unlikely district of Coalridge. He likes it there because it’s close to his place of worship and affords many opportunities to acquire strange artifacts.

Anyway, Scurlock wants his map of the Deathlands for some reason, and our crew decided to bluff their way into the front door under the pretence that they desired a patron to help Skovlan refugees into Akoros, sweetening the deal by alluding to the many occult items they would bring with them. Then they were going to rob him and burn the place to the ground, as usual.

An engagement roll based on standard preparations against intruders and protocols for handling strange men at the door gave us 2d, resulting in a 2 and a 1. The butler answered the door, his master was not at home. (I decided that not only did this make entry into the building more difficult, but that the recently paranoid chap activated certain defenses within his vault whenever he left the house).

Silver, our Slide, swayed his way into the parlour to wait for Samiel (due home within the hour) assisted by his Lurk and Whisper bodyguards (all three in disguise) looking generally confident and intimidating. The doors remained open, the butler constantly clearing his throat so everyone knew that everyone could hear everyone else.

Milos the Whisper flashed back to attempting a Dominant seance to have ghosts draw him a detailed map of the premises, but rolled a pair of twos. He then asked the spirits for just a simple location of the maguffin, and pushed himself, risking a migraine, which was about to eventuate as his lesser harm. He then rolled double sixes to resist the migraine and got out unharmed with the knowledge that the loot was in the attic.

The Slide then flashed back to having their savage gang of adepts creating a very specific (difficult) and dangerous (devil’s bargain) poison designed to be applied to his own skin so that shaking Smiel’s hand would give the chap a heart attack. Rolling the gang’s quality and getting a 5 meant that there would be some slow telltale symptoms during which time they might be discovered as the smoking gun…and that’s when Samiel broke out in a sweat and needed to sit down.

The butler was okay with the idea of ‘Arry the Lurk running down the street to fetch the local physicker, but rolling a Dangerous 5 meant that he was expected back in 10mins with a chap well known and trusted by the victim. The butler sent the Whisper downstairs to ask the cook for some water, rather than leave his employer alone and ill with strangers.

‘Arry returned with the physicker, who locked himself in with the patient and left everyone else in the foyer. As the symptoms intensified, and the water arrived, the physicker shouted to the butler that no-one was to leave the premises. ‘Arry and Milos were eyeballing the stairs to the upper levels, while Silver began to draw a stolen and defaced calling card from his pocket, hoping to talk his way out of the building by giving a fake address within their hunting grounds…

And that’s where we left it after about 45mins and a half-dozen rolls.

Blades in the Dark: Let’s Play, Episode 5!

Blades in the Dark: Let’s Play, Episode 5!

Blades in the Dark: Let’s Play, Episode 5!

New episode is up! FYI: There’s a weird six-minute section of black screen at the beginning (YouTube is editing it out, but it’s taking a while).

Part 1: https://www.youtube.com/watch?v=5nwFfEiC6y0

Part 2: https://www.youtube.com/watch?v=Zwam-0M-2y0

Enjoy!

https://www.youtube.com/watch?v=5nwFfEiC6y0

So in tonight’s session the concept of zero level effect came up, since effect level gets manipulated far more than…

So in tonight’s session the concept of zero level effect came up, since effect level gets manipulated far more than…

So in tonight’s session the concept of zero level effect came up, since effect level gets manipulated far more than the dice pool in the current rules.

We like it!

After some fumbling it is mentioned briefly under dominance and also in the teamwork section as a mitigation principle for aiding. Which is also great!

But Perhaps John Harper on the effects and consequence page there needs to be a zoo effect ‘box’ just to highlight that scale/potency/quality can reduce an effect to zero?

This past Saturday was the fourth session of the playtest / beta that I’ve been running (third session and prior…

This past Saturday was the fourth session of the playtest / beta that I’ve been running (third session and prior…

This past Saturday was the fourth session of the playtest / beta that I’ve been running (third session and prior linked here: https://plus.google.com/109896206941346348750/posts/djWkRsypGvp) with a Cutter and a Whisper.

Feedback:

* We upgraded everyone to the v3 final character sheets. The Cutter missed Handle being gone, but we figured it was now smeared between Tinker and Finesse. The Whisper was happy to see Invoke go.

* One thing I tried this session was ignoring unities of time to make a challenge more interesting. The crew improved their turf by clearing some drug dealers off an abandoned boardwalk. Every challenge had been dealt with but the addicts who loitered in the area (progress clock “Our Loyal Customers” at 2/4). Since the last big triumph had been a rousing victory over some goons, it felt weird to dial the energy down and say “okay, now go roust these junkies.”

So, instead, we narrated that the crew retreated to their hideout, considering the mission “successful,” and planning to return the next day to set up shop. When they arrived the next morning, though, they found a crowd of addicts pawing through the drug dealers’ burnt-out shop, desperate for adulterated leviathan blood. Resolving the last 2/4 of the progress clock was the tragicomic denouement.

This was revelatory for me. Rather than insisting a “mission” is a discrete unit of time and space – you can’t leave the “mission zone” until all the challenges are three-starred! – I let the narrative unfold, inspired by the remaining challenges.

* Sidenote: in our Duskwall, the tell for leviathan blood addiction is bony protrusions (like the narwhal horn leviathans are known for). Junkies get sharply pronounced cheekbones and ridged knuckles, with actual bone spurs jutting from their hands in the terminal stages.

* I’m getting better at adjudicating effect size for combat challenges, but still need a better gauge for everything else. Is the Whisper’s attempt at parlay low potency or medium potency? This will come with time, I’m sure.

* And, per my comments last time, I finally found a way to challenge the Cutter in combat: have the victim run away. He had fun regardless, declaring that his “unusual weapon” was a bola (“got it from some bleedin’ savage on ‘un of me last hauls, and I just been ACHIN’ to try it!”).

As for the events themselves:

The Blackstone Outfit improved their hold by clearing some drug dealers off an abandoned boardwalk. The Cutter smashed goons with his leviathan hammer, while the Whisper called up an unintentionally potent ghost to spook the addicts. Though the dealer’s suppliers – a gang of Leviathan Hunters – showed up as reinforcements, the crew sent them packing, earning another enemy in the process.

Realizing that the Crows were going to demand answers or tribute from them soon, the Outfit asked the Lampblacks to arrange a sitdown. They met Lyssa in a private dining room above the Leaky Bucket, with Mylera Klev of the Red Sashes also in attendance. Though Lyssa was intimidating, the Outfit managed to bluster the Red Sashes into embarrassed silence and argued their value to the Crows. Lyssa agreed to take them under her countenance on two conditions. First, the Outfit was to rob the Bluecoats’ evidence locker. Second, the Outfit was to bring in, alive, the mastermind of the “Green Masks”, the nativists who had attacked the Iruvians at a recent council gala, so that Lyssa could appease the Inspectors.

The Outfit knew that they themselves were the “Green Masks,” having staged the attack to occupy the Inspectors. But they agreed to provide a living head honcho to interrogate nevertheless.

The crew finish up their first score and find out what Lyssa’s reward is.

The crew finish up their first score and find out what Lyssa’s reward is.

The crew finish up their first score and find out what Lyssa’s reward is. They realise it’s just the beginning of something bigger!

https://drive.google.com/file/d/0B7tYxvWQBC2Ya3hSX3ROdkF1ZjQ/view?usp=sharing

Hi all, first time poster but enjoy the enthusiasm and activity here for this great game.

Hi all, first time poster but enjoy the enthusiasm and activity here for this great game.

Hi all, first time poster but enjoy the enthusiasm and activity here for this great game. I started my own BitD game a few weeks ago, I have a full 6-man roster at the minute which can get a little hairy to make sure everyone is involved, but is usually OK. I write the narrative of each session up for my guys and thought I’d share it here. The action starts before Roric’s death in Crow’s Foot. Thanks for the game Mr. Harper, it’s a good one.

https://drive.google.com/file/d/0B7tYxvWQBC2YNjhnUHdvQVU2OVU/view?usp=sharing

Can I just say, the NPC generator 2 is gold!

Can I just say, the NPC generator 2 is gold!

Can I just say, the NPC generator 2 is gold!

I’ve just been sent to a rural posting for work, and have a bit more downtime on hand, so I’ve been indulging in a little solo RP with Blades. The idea is to generate some Solo GM fun and come up with some cool ‘tales of legendary scores’ to throw at the PCs in our regular game.

Along with the steampunk Tarot, the random charts and the NPC generator have given SO much inspiration for the story. I particularly like the addition of the desires/reviles/occupation(s) ward/tavern variables – They tell a story in like, 5 words!

I’ll post a posthumous AP soon….

We had a brutal session tonight, with all four members of the Unrecommendables in play.

We had a brutal session tonight, with all four members of the Unrecommendables in play.

We had a brutal session tonight, with all four members of the Unrecommendables in play. They took care of business here and there, and in a triumphant finale they framed one of Wolfram’s old enemies as a leviathan blood smuggler so they could snaffle the business of an impossibly wealthy aristocrat.

https://fictivefantasies.wordpress.com/2015/10/20/blades-in-the-dark-unrecommendables-bad-blood/

Four players, three hours (a little less), one down time session, two little episodes that were neither down time nor heists, then a big heist to close out the session.

Thanks to Jack Shear, Bryan Mullins, kreg Mosier, and trey causey  for playing!

https://fictivefantasies.wordpress.com/2015/10/20/blades-in-the-dark-unrecommendables-bad-blood

This past Saturday, I hosted and ran the third session of the game I’ve recapped previously (1st session:…

This past Saturday, I hosted and ran the third session of the game I’ve recapped previously (1st session:…

This past Saturday, I hosted and ran the third session of the game I’ve recapped previously (1st session: https://plus.google.com/109896206941346348750/posts/11JSxdSVw26; 2nd session: https://plus.google.com/u/0/109896206941346348750/posts/d2CCb1YQVh9). Our notes and reactions on this session below:

– We really need more numerous and more varied Entanglement results. Twice this past session, they rolled “Demonic Notice” for an Entanglement. The first time, I re-skinned it as a vampire, as they had a vampire contact who had reason to pester them. The third time, I substituted my own Entanglement. Considering they’d already rolled Demonic Notice last session, this feels too frequent. (Unless Demons are supposed to be this ubiquitous in the setting?)

– Having progress clocks as a universal metric opens up a lot of possibilities. Example: there was an NPC project clock for the Red Sashes to find the crew’s secret hideout that was 6/8 full. The crew staged a ghost-laden terror raid to break the Sashes’ morale. I created clocks for the Sashes’ security and other complications, but just borrowed the existing 6/8 NPC project clock as the “centerpiece” of the job. I explained that the crew’s efforts would erase wedges in this clock, rather than creating a new “Red Sashes’ Morale Broken” clock. If they got the NPC project clock to 0, the Red Sashes would give up.

– I need to get better at encouraging PCs to resist consequences. It’s easy for a player to understand rolling against stress to resist harm (“the ghost leers in your face; roll Resolve or take standard harm”). It’s harder to narrate how a player can roll against stress to resist other consequences, like a countdown clock being filled (“the rival crew gets a step closer to the MacGuffin, unless you roll … um …”). I found a few ways to work it in last session, but I’m still flexing it.

– A properly built Cutter just can’t be threatened in combat, can they? Brutal grants potency on all attacks; Not To Be Trifled With lets them ignore scale; and if they’re toting a fine heavy weapon armor’s not an issue.

– Will the final rules have more articulation on what a devil’s bargain constitutes? This session, I realized that my prior devil’s bargains had been a little soft: hinting at future trouble, rather than establishing immediate, concrete trouble.

– We all like the blend of distinct moves and creative narration. The PCs frequently get in trouble and rarely have lasting success, but since every danger or devil’s bargain enmeshes them further in the world, they don’t mind. I described the rules structure as rigidly defined channels leading to wide-open rooms, and they seemed to agree on that take.

As for the session itself:

As alluded to above, the Blackstone Outfit dissuaded the Red Sashes from hunting them by summoning the ghost of their murdered fencing master and siccing him on the school. The resulting terror, aided by the Cutter laying into the fleeing students, broke the gang’s morale.

To get the Inspectors off their tail, the Blackstone Outfit invented a larger, fictitious threat that would occupy their time: a nativist gang called the “Green Masks” who would terrorize a Duskwall Council gala hosting the Iruvian delegation. The plan was to smash the guards, graffito the gala ballroom, and steal the ceremonial neckpieces that every highborn Iruvian wears. Unfortunately, a mysterious rival crew showed up to steal the neckpieces as well! The “Green Masks” caused sufficient chaos to merit every Inspector being reassigned to track them down, taking the pressure off the Blackstone Outfit for the moment.

During downtime, the Whisper’s patron, Lord Skurlock the vampire, asked him to supply a source of fresh corpses. The Whisper conned his way into a hospital and spirited off some bodies before the Crematorium could get their hands on them. Meanwhile, the Cutter learned that the Red Sashes, unwilling to confront the Blackstone Outfit directly, had tattled to their mutual masters, the Crows …