Play report for an outing with gangs!

Play report for an outing with gangs!

Play report for an outing with gangs! (Sorry, didn’t manage a recording.) Things are shaking up in the Crow’s Foot neighborhood; with the Red Sashes thoroughly trashed, another group is making a move.

https://fictivefantasies.wordpress.com/2015/07/18/blades-in-the-dark-hollow-invasion/

https://fictivefantasies.wordpress.com/2015/07/18/blades-in-the-dark-hollow-invasion

Played Sean Nittner’s Gaddoc Rail Score this evening at Ettin Con with resounding success!

Played Sean Nittner’s Gaddoc Rail Score this evening at Ettin Con with resounding success!

Played Sean Nittner’s Gaddoc Rail Score this evening at Ettin Con with resounding success! The bunch of wily scoundrels were after a ghost-hunting weapon being transported in an elaborately arcane chest, promising to deliver to Lyssa of the Crows.

The players had fun with a few set-up flashbacks involving procurement of uniforms, tapping old alliance contacts and murdering a few bluecoats by offering their bodies to hungry ghosts. The crew went primarily with a deceptive plan, smartly avoiding direct conflict, pulling off a ‘pick up and deliver’ score incognito, via the canals and sewers under the city.

A brief downtime phase allowed us to dabble in the new crew mechanics to good effect.

Love Love Love the new effect system and the ‘push your luck’ nature of the escalation mechanics. Players LOVED that. It was so tense. Everyone stressed out to the max too. Such a great game.

I ran my first session yesterday! I have some thoughts!

I ran my first session yesterday! I have some thoughts!

I ran my first session yesterday! I have some thoughts!

I played with Chelsey Eaton​​ Kevin Farnworth​​ Andrea Gardner​​ and Mark George​​. Also adding Jason Pitre​​, because he might find this interesting.

Other than Kevin and myself, the group is fairly new to role-playing games. Mark has some DnD background, Chelsey has been playing light-weight story games with us for about a year and Andrea’s almost brand new to the hobby.

Also important to note, I introduce new games to a lot of people. Spreading new indie games is my thing. My comments mostly concern teaching and learning how to play, and how new players interact with the rules.

I had read the rules cover to cover twice, Kevin and Andrea skimmed them.

Here are some observations:

Character and crew creation

This took longer than expected. I was expecting something along the lines of Apocalypse World, but there are a lot more options to consider. I found myself wishing the character creation rules were integrated to each character sheet. The heritage and background bit gave some pause to the less improvisational players. I feel like more examples under each category would help out a lot.

I think using heritage and background as a starting point for actions is great.

Another little note, the name list is way too big. It’s fine for a list of npc names, but my players agonized over the list. It might be more effective to have a series of shorter lists split by island of origin.

Crew creation is great, but again, there are so many options for upgrades that it took forever for them to pick two. Opting for a less democratic approach might speed things up a lot(First player chooses social ability, next one reputation, next one first upgrade and so on). It’s how it’s done for the faction relation sheet and it works really well.

The faction relationship sheet is great and building it is fast and effective. I’m a fan. It got all the players curious about the different groups, got them asking questions about NPCs and their place in Duskwall.

In short, character creation is cool and evocative, but kind of sluggish and heavy. The sheets are on the overwhelming side.

They created The Pilfering Players, a troupe of street performers and actors/thieves made of Usher (a crow defector and adopted son of late Rorric), Stev (a lusty Iruvian circus performer), Sil (a mysterious and magnetic Thycherosi expat) and Whisper(who’s name is subject to change, an Iruvian apprentice sorcerer, who’s master has disappeared)

The mechanics

Blades is a little deceptive. It seems like a fairly light game on the surface, but there is a lot of mechanics. Actions, effects, resistance, stress, harm, many experience tracks to keep an eye on, faction relations, and so on. It’s a lot to keep track of for newer players. I feel like a less tightly packed character sheet which integrates more rules explanations might help a lot with that. Or maybe a more robust player reference sheet.

The players got confused about how resistance worked every time it was brought up. I feel like there’s a way to get around it through layout.

The actions are ask great, evocative and clear. We didn’t really feel like one was used more than others. We did, however, notice that specialization early on can discourage the more shy players to take point and use their actions creatively. I would love to see something more structured for deciding who’s on point than “choose as a group”. This slows down the game and discourages characters who are out of their element to get involved.

A solution might be to discourage specialization at character creation so that every character has a wider array of skills, or a enforce specific order for deciding who’s on point.

I really love the devil’s bargain mechanic, but it seemed easy to forget on the players’ side. The newer players weren’t really coming up with them either. Stronger guidelines for creating them might help. Examples of bargains on the player reference sheet would be great too.

The effect system felt a little sluggish. Whenever a roll was made, we has to stop and analyze the circumstances. It seemed really cool on paper but ended up breaking up the action. This may change with better familiar with the rules, but on our first game, it felt like it slowed things down significantly.

I also wished consequences were on the GM reference sheet.

Flashback mechanics weren’t really engaged, I’m assuming because the players weren’t clear about what they could and couldn’t do with it. I don’t think that the writings fault. Just new players, playing a new game without knowing exactly where the boundaries are.

Conclusion

I really like this game, but it feels like a gamer’s game. There’s a lot of information that needs to be absorbed upfront, it plays significantly better if the people at the table have some level of rule mastery before the game starts. It made me think of Burning Wheel a lot, that way. A lot of mechanics, a lot of upfront information, a focus on advancement. It felt hard to teach, for me.

I’m totally on board for more mechanically heavy games, but I didn’t feel like I had the tools I would’ve liked to make the other players “get” Blades quickly.

The game relies on momentum a lot (you do a thing, sweet, this happens, who’s on point next) but has a couple of breaks in the action that distract from that.

I’m really looking forward to getting another session or three in to see if these issues float away and I’m just a crazy person.

I encourage the players to share their side of the story. Especially the newer ones. I figure your perspective is an important one.

Questions

Does everybody get effect from a group action? Does that mean that if they sneak as a group of four, they get four times the effect? Do they just get bonus effect for scale?

One of the most fun things about rules is when to break them.

One of the most fun things about rules is when to break them.

One of the most fun things about rules is when to break them.

Shakespeare wrote plays in iambic pentameter, and had some fun with line breaks and characters talking over each other but still staying in form. The rhythm made the lines easier to remember, and gave the performance a certain flow.

The form would tighten up for monologues and such, ending in couplets, showing it was a stand-apart piece. But then you’d have the low-born comic relief come in, and they would not be in iambic pentameter. They’d bungle around in prose making fart jokes, and you knew it was funny because the rhythm shifted.

I’ve used this pattern-as-communication in a neat way in my Unrecommendables game. Experimentation and fun with the verse on a heist, with the down time running more like a monologue with tighter structure. Then came Carrow.

When the limmers of Carrow get involved, the heist structure falls apart. The downtime structure falls apart. They don’t start in media res, but they have to venture into territory they were not prepared to enter.  Strange things happen. We play through travel and exploration. We play through a baptism in leviathan blood and subsequent hallucinations. It’s weird territory.

The shifting out of the verse of the game’s tools has been a great way to underscore the unbalancing shift in rhythm. Then back into the heist structure and downtime structure, where normalcy feels somewhat restored.

Just a thought on how you can use rhythm and pacing and tools to communicate the world to players, sometimes in unexpected ways.

Bryan Mullins Jack Shear 

Excellent fourth session.

Excellent fourth session.

Excellent fourth session. 

Some discussion about whether going to Ulf Ironborn to negotiate a deal between him and the gang could be considered a score. Ultimately we decided yes and ran it as such under a social plan (interestingly led to one of the PCs killing their friend and suffering a terrible gunshot wound in a flashback gone wrong and eventually being sent to Ironhook as part of the entanglement).

I was happy with the outcome, but I wonder if others might have interpreted the act of negotiating an agreements with another faction differently, using downtime rules perhaps? One player suggested it could be a long term project. 

Two players played different characters during each of the scores they ran in this session. How does that work with downtime and XP? We ruled 2 moves per player per downtime. At the end of the game the playbook checklist is fine to do for each character separately, but how about the ticks for Resolve etc. Should only one character get them? Who decides? How?

Otherwise, no issues. Very happy with v3 Quick Start rules. 

In the continued misadventures of the Oath Breakers the crew managed to anger the Imperial Guard on behalf of the…

In the continued misadventures of the Oath Breakers the crew managed to anger the Imperial Guard on behalf of the…

In the continued misadventures of the Oath Breakers the crew managed to anger the Imperial Guard on behalf of the Inspectors and ended up adopting a ghost child and helping it posses the body of a Guardsman the cutter killed…. this won’t end badly at all

Started a 4-session series of Blades last night.

Started a 4-session series of Blades last night.

Started a 4-session series of Blades last night. It went well once we got moving. It was a challenge to connect some of the dots as far as actions, effect, and clocks go, but it began to flow really nicely once we got used to a couple of things.

My group really liked the teamwork mechanics, as it was a great way to show individual strengths while at the same time keeping everyone active.

The Crew

Hound: Salish Deruvi aka Shadow. Severosi sniper scout. Obligation to hunting ghosts is his vice. Rolly the bloodhound is his hunting pet.

Slide: Burke Welly aka Tick Tock. Native Akorosi street hustler. Vice: gambling. Specialty- making others do the heavy lifting.

Lurk: Paduka Katut aka Seasnake. Boatman from the Dagger Isles. Unpredictable, sneaky. Vice: Drugs. Special weapon: Huge fishhook.

It quickly becomes clear that the crew is subtle, professional, and methodical. They choose Swarm, as they want to work well as a unit (though we forgot to use this special ability during the run. Duh). They take quality gear and a principled gang of thugs. Headquarters is a small wharf/warehouse across the canal from the Bluecoat station.

No crew names stick yet, so we hold off on that till they do something name-worthy. They meet with Bazso and throw their lot in with him, accepting the task of raiding the Sashes’ treasury.

Gather Info

Seasnake goes to the Sashes’ compound, playing the wandering penitent, and enters the public part of it the temple. He determines that there is no passage from there to the proper gang part of the building. Tick Tock spends an evening at the Leaky Cauldron, playing cards and massaging associates about ways to get in to the Sashes’ sanctum without being a member. He learns that there is one way in, the gate next to the northeast tower, where deliveries are exchanged.

Shadow takes to the rooftops across the street with his spyglass, determining that the fence surrounding the compound, as well as the tower, are scalable, and that the Red Sashes seem to frequent this corner of the compound more than the others.

They decide on an infiltration plan with the point of entry detail being the fence nearest the tower but out of main view.

Engagement

For some reason I had the Engagement, Resistance & Action Rolls reference sheet from the last QS in my folder, and I liked determining Engagement dice based on the strength of the detail/info over assessing the target’s vulnerability as in QS3. They had “strong, useful details” so they got 3d, minus one for facing a higher-tier target. They got a 5 and I chose Unexpected Threat.

*QUESTION. Does anyone have cool ways to translate the gathering info rolls into Engagement dice besides just with the fiction?

Shadow leads the first group action, using Prowl and his climbing gear to get everyone over the fence. As they all land the Unexpected Threat appears. I decide to not make it too hard on them- it’s just some merchants coming up the alley to do business with the Sashes. Their cover is not blown, but they’re definitely seen. Once the merchants pass, Seasnake takes point, using Prowl again to climb the side of the tower. He gets everyone almost to the window, spraining his wrist. Tick Tock is the only one without Prowl but he’s rolling well. Everyone is using a healthy amount of Stress to help each other. With one tick left on the Jump Fence/Climb Tower clock, point goes to Shadow again to finish it off with another Prowl. He fails the roll, and one of his ropes snaps. He resists with Vigor, saving his pals from a long fall and takes 2 stress.

NOTE: It would seem that using the same action three times in a row would be annoying and tedious, but different complications and difficulties arose from each one. In this situation, it just seemed to make sense.

Finally in the tower, point goes to Tick Tock, who leads a group action to Discern. There is a ladder coming up through an opening in the middle of the floor. Light comes from below, and they hear soft voices. He consults his notes, and has Seasnake poke his head into the opening. There are three Sashes, lounging and smoking Black Lotus. They decide to have Shadow lead a Skirmish action to quickly subdue, and hopefully not kill, the three below. They take out two of the three but don’t cover enough ticks, so one starts running toward steps leading down, spawning an Alert clock.

The group immediately flips the No Bullshit switch. Shadow takes a solo Murder action to stop the running Sash, throwing his knife, but only hits his arm. Seasnake pursues him down the steps, rolling a 5 on Murder, burying his big fishhook into his throat, tumbling down the stairs and landing trapped on the ground floor. He destroys a Vigor roll and slips Stresslessly out from under the dead Sash, greeted by four more Sashes and the merchants that they saw before. 

Tick Tock now leads a group Prowl to move quickly and efficiently toward another set of steps on the ground floor. It’s effective, and he and Seasnake dart own the basement steps while Shadow brings up the rear.

NOTE: Here, it seemed like all we ever use is Prowl. We concur with others on G+ that it seems to encompass pretty much all physical movement, not just stealthy/climby stuff. At this point of the run the crew was doing more tactical movement than athletics/prowling. It seems that maybe Skirmish covers some of this type of action.

Shadow now takes a solo Mayhem roll to take as many Sashes out as possible to let the boys get to the vault. There’s a couple ticks left, and it dawns on us that we can use flashbacks. It probably didn’t make sense, mechanically or fictionally, but I suggest that the merchants are actually a couple of the crew’s thugs. Even though the merchants’ appearance was part of an engagement complication, I thought it was cool, so we all said fuck it. The extra thugs on Shadow’s side tipped the Scale in his favor so the Sashes were taken out and the wide doors to the tower were bolted from the inside, halting the Alert clock started earlier.

Tick Tock takes a Devil’s Bargain and throws a switch that turns on some electric lights in the basement corridors, but also turns them on everywhere else in the compound (starting a new Alert clock). Shadow joins them and they find the vault. It is very ornate, locked with a very elaborately tied knot of some kind of metal rope. Seasnake goes to work on it and gets it open, but not without badly cutting his fingers on the rope’s finely-hidden razor filaments. They raid the vault, taking many pieces of fine art, coin, several crates of Black Lotus, scrolls, and an old heirloom sword. They load up the wagon the thugs brought, Tick Tock leads them out to the street while Shadow and Seasnake climb the fence and melt away. They return to Bazso, who is extremely pleased with their performance. 

After-session stuff went pretty normally, with the following highlights: As an entanglement, the Cabbies decide to move in on the crew, so it’s war next session. In response, Tick Tock takes a downtime action to reduce heat, spreading rumors that it was the Cabbies that raided the Red Sashes.

Finally, they decide to call themselves the Sly Boys.

http://youtu.be/h87SRb9_VQk

http://youtu.be/h87SRb9_VQk

http://youtu.be/h87SRb9_VQk

I don’t know if this will work tomorrow, but I’m currently running a playtest of the rules.

One of our people had to leave, so we’re with two now, but getting the job ended up like a Paranoia briefing 🙂

I’ve fudged things for fun (we did a downtime already) but it’s been good.

http://youtu.be/h87SRb9_VQk

Finally got a chance to run Blades!

Finally got a chance to run Blades!

Finally got a chance to run Blades!

It was a LOT of fun; the players loved it, and I had a blast. Bits and smatterings of reactions:

* I didn’t play v2, but v3 feels like it eases up a bit on stressing the PCs out, which I liked –  I felt like I’d hoard ALL my stress under the previous version, and here I feel like I need to be cautious with it, but I can spend it when I feel like it’s worth it.

* There were a few bits and bobs that confused me in the Quick Start rules. I’ll make a list next time I read ’em, and see if it’s anything that wasn’t covered by the FAQ. One thing that particularly threw me was the Entanglement role; staying down to 0-3 Heat+Tier seems reeeeeeally hard to me. I might just be comparing to v2 here, though – I remember there the entanglement difficulty rose drastically with the heat category; when I saw my crew had a somewhat messy scene and some people also got killed (total 4 heat), I got to the Entanglements and went “no WAY they’re ready for the second tier at the end of their very first score!”. Reading over it now, you might’ve changed that around – they don’t look awful the way I recall.

* The Claim chart worked fantastically well. I was worried that a wide-open game would leave them hemming and hawing for an initial score, but they saw the flowchart and chose something they wanted, and BAM. I tied it in with the Crow’s Foot quickstart situation – easy. I took the advice to give ’em a couple of options – easy. That had me offering a pair of general directions that’s probably very unlike what I would’ve come up with on my own – pure awesome. (They decided they wanted to start by getting a Luxury Fence, I said, OK, the Crows’ fence feels like she’s about to be stabbed in the back amid all the turmoil and she wants to hide; the Lampblack fence will probably be won over if you just bring in a big enough haul. SO. EASY.)

* Character creation takes a LONG TIME for a quick start. There’s a ton of stuff to decide, and everything feels vague and unclear if the players don’t come in knowing the setting. I rolled with it and we had fun, but I think if I ran this at a convention or something I’d definitely come in with pregen characters, with maybe some extra flavor text, and just let each player do a minor customization or two. I am looking forward to seeing what awesome pregen characters this community’s going to produce 🙂

* Gameplay was great and flowed easily. I LOVED being able to tell them “OK, stop planning now.” And they go “No, but we need to figure out how–” And I say, “No, no you don’t.” Coming up with complications all the time was a heck of a lot of fun.

* I feel like I need to play a bit more to grok how to play the opposition properly. First I felt like the character’s action rolls move the scene forward, and I didn’t really know how to “make moves” for the opposition. Then I remembered to break out a bunch of clocks for Bad Things to Start Happening, and that worked like a charm. But I still felt like I lacked a way to say, “OK, bluecoat ghosts are swarming at you RIGHT NOW, what are you going to do about that?”. I don’t think this is a flaw, just something I need to play more to get a handle on.

* Probably the best moment of the game: 

“OK, for the ‘planting false evidence’ clock, I’m going to flash back and say we found a particular type of oil that only the Lampblacks use, and got some of that.”

“Sure! Want a Devil’s Bargain? You were only able to get the oil in an enormous tank, which is now back in your lair.”

–any game that lets me lay out a Chekhov’s Gun so beautifully has surely won my heart.

(YES, they took it. OF COURSE THEY TOOK IT.)

So, this was fantastic. Thanks so much for this, and I’m really looking forward to playing more and reading more!

A young noble boy unexpectedly playing with his puppies in the basement right in front of the family vault the crew…

A young noble boy unexpectedly playing with his puppies in the basement right in front of the family vault the crew…

A young noble boy unexpectedly playing with his puppies in the basement right in front of the family vault the crew intended to break into proved to be far more of a challenge (and a plot point) than I could have anticipated.

The crew, of course, kidnapped the boy and his puppies. Then robbed the family blind. Where does the ransom come from?