I Done Fucked Up. (<---That's the TLDR; WARNING Long post ahead)

I Done Fucked Up. (<---That's the TLDR; WARNING Long post ahead)

I Done Fucked Up. (<---That's the TLDR; WARNING Long post ahead)

So, Saturday I ran my first game of Blades.  Boy was it disastrous.  90 to 95% of that was my fault. We started with character creation, but a lot of the players were so excited they already brought characters to the table. Mistake number 1. I relented and let some of the folk get a jump start at character creation, rather than force everyone to do it together at session 0. The result? People came in with very different expectations of play style. The end result was a chaotic mess. Characters that really shouldn’t have been in a crew were suddenly found working together.  Ok, so that’s not too big of a problem, goof on my part. Talked to everyone, there’s a bit of retconning/tinkering that’s gonna go on so our official session 1 will run a lot smoother.  Now for the real major fuck-ups.

Remember I said this was Session 0? Well 50% of the time was spent on Crew Creation (expected) and the rest was spent running through a light prologue section. My intentions were 1) Introduce the characters to the other players, the world, and myself; 2) Give everyone some practice with the Action-Effect mechanics. Let them see how the dice-pools are constructed and how the results are put into play. Sounds noble and pure right? Good thing to get people to learn before they’re in a high pressure environment no? WRONG!

So, I opened up with the PCs being rounded up by Inspectors. I basically stole the opening scene for The Wire Season 5, complete with Bunk’s speech about how staying silent don’t work unless you some kind of criminal mastermind. Then I went around and had him throw baseless accusations at each of the PCs to see how they would react and then give them a moment to tell everyone about their character, what they look like, etc etc. So, the PCs find out they’re being falsely accused; someone was witnessing on them having been in an area doing some illegal spirit snatching and also murdering a civilian who wasn’t in the game. How did this go wrong? Well at it’s core, from what I can tell, Blades is a resource management game. What I should have said was, “Hey guys, this is just a prologue. We’re doing this just to introduce characters and give you a chance to show us a bit of what they’re like.” Instead I said, “Ok, we’re just gonna do a little prologue.”  Since I didn’t include the last bit there, the PCs (understandably) began to work up ways to get outta that situation. Literally, my next move was going to be, Inspector leaves, your lawyer shows up and gets you released (cause ya know, of course they’d have a “criminal” lawyer).

The end result? Plenty of unnecessary shenanigans were put into effect. Dice were thrown around like it was a back-alley craps game, and quite honestly, none of this was important enough for us to waste our time on it.  What wooould have been better is if I said, “Ok, I can tell you guys are about to try some shennanigans to get out of this mess, would you like to make a teamwork action out of this?”  Then I could have got a bit of narration from everyone of how they work as a unit and then it could have all been handled in one roll. But noooo, i wanted to teach them how the dice mechanics work right? So like a fucking idiot I have them roll for everything under the sun.  “Oh you’d like to do some Magnitude 1 channeling would you? Ok, roll a bunch of bullshit. Oh yeah, the danger here isn’t enough to actually warrant a roll, but i feel like i need more virtual dice in my life, so lets just hit that macro.”  That was me.  Bad me.   After the fact I went through the QS and reread the section on handling inconsequential moments with one blanket roll, did a facepalm and drank my sorrows away.

The end result of all this foolishness is everyone (myself included) felt like we wasted our time on something that I should have said, “Yo, let me see what your characters are like. Put the dice away, enjoy getting in the skin of this other person, and I’ll hook you up with your first score. After which point, we’ll open up the board to the players and you guys take the steering wheel.”  Basically, I ran the game like a traditional RPG.  Which it is not.  It is something different entirely. Works in a different way. I’m not saying this is a bad thing, I’m saying it’s very different to other kinds of games I’ve run. I’ve been told it follows a similar thematic philosophy as Hillfolk. In terms of how it is to be GM’d i mean.

In conclusion, what did I learn:

1) STICK TO THE SCORE — DOWNTIME SCORE paradigm.

You can roleplay those moments in between, that’s cool. But unless they are absolutely critical to what’s happening, just let things be. Save the rolls for stuff that truly matters. And given the way things are in blades, let the players know upfront “Hey guys, this is just going to be a characterization scene so you can present your character to us and we can all get a better understanding of what they’re like and the group dynamic.”

2) If the player doesn’t give a damn about the obstacle.. let it all happen.  One of my players wanted to snatch something off the detective’s cork board in the inspector’s station. I told him, “Ya know, there are a lot of folk around here. If you just try to snatch something off the board, they’re gonna try to stop you.” To which he said, ok cool. But then I did a bit of GM trickery and got him into thinking he shouldn’t be cool with that outcome. Bad me. I should have said, “Ok, you grab the notecard that has a bit of info about yourself on it. And then an inspector notices and stops you being like ‘Hey! What do you think you’re doing, keep your hands to yourself scumbag!'”  If he was cool w/ being caught, who am I to stop it?  SO LET THINGS RIDE!

Well, tonight I ran my first session of Blades in the Dark.

Well, tonight I ran my first session of Blades in the Dark.

Well, tonight I ran my first session of Blades in the Dark. It was a disaster. By the end of it, the players were very frustrated. I am discouraged, to say the least.

I’ll break down the analysis tomorrow, after sleep. Probably put one or two issues per post to unpack the problems my players had.

I planned to run an online game on Monday, and now my confidence is shaken to the point I may cancel.

Anyway, good night.

Had our first session tonight.

Had our first session tonight.

Had our first session tonight. It was all gang and character creation except for one scouting action, but everyone had a great time and is very excited. We noticed one thing: “a brace” of something is a pair. So just have six throwing knives or a bundle of six or a brace of them, but not “a brace of six”.

Ran a one shot of Blades in the Dark using the quick start scenerio.

Ran a one shot of Blades in the Dark using the quick start scenerio.

Ran a one shot of Blades in the Dark using the quick start scenerio. The group consisted of a whisperer named Danger, a Slide named Demetri, a Hound named Nicodomeus, and a Lurk named Liza. The group decided that they wanted to see what Lyssa was offering for a job. She told them she wanted a large influx of cash so she can quiet down the gang war. She suggested that the crew could hit the vaults of the church of the ecstasy of the flesh after the festival of peaking when they pulled in a ton of donations (for some reason the players assumed this was a sex cult, I wonder why.). The group chose an infiltration plan and they followed money runners to a building and saw that the back door was unguarded from the outside.

The crew quickly chose to do a flashback to procure priest robes so they could pretend to be church officials. Thier first obstacle was the two guards at the interior of the back door. The group decided to try and convince the guards that the vault was in danger from a red sash raid and that they needed to examine the stash. Of course the danger of doing so was the guards putting the whole building on alert. Unfortunately this route didn’t go so well, and things got complicated when Danger called some ghosts to scare the guards. It turned out (through a devil’s bargain) that one of the ghosts was an old buddy of Demetri, and that the ghost (Isaac) very much wanted a body to possess. This made it easy to convince the guards to attack the ghosts, which convinced Nicodemus to start killing. Demetri decided that he was too much of a wuss to fight on his own, and that Isaac’s spirit had far more experience, so he tried to convince the ghost to use his body to help kill the guards. Meanwhile, Danger just wanted to convince the ghosts to kill the guards and accidentally (through a devil’s bargain) instilled bloodlust in the ghosts. The guards didn’t stand a chance.

Of course at this point they had to deal with the possessed slide who had a hankering for some strangling. Danger tried to remove the ghost with his lightning hook, but that just convinced Demetri that the whisperer was the one he really wanted to choke. Unfortunately, the players needed to separate a this point and we couldn’t finish the job.

Things I learned:

This was my first chance to run or play. Players had trouble remembering the flow of rolling. I was running off the first quick start sheets, so I didn’t have the flow chart. That might’ve helped. In general, things took longer than I expected, but it might be because this was everybody’s first time seeing the rules (other than myself) and nobody had role played with each other before. I also learned that teamwork is critical for PC’s being able to advance.

Questions:

If the character on point does the set up action and the backup character who tries to follow through fails thier action, is the set up still available?

It all started when three of that plucky band of thieves calling themselves the Gaffers headed out to relieve their…

It all started when three of that plucky band of thieves calling themselves the Gaffers headed out to relieve their…

It all started when three of that plucky band of thieves calling themselves the Gaffers headed out to relieve their stress through their various vices. The Hound found himself kicked out of his favorite restaurant for running a massive tab, the Whisper paid a great deal of coin to cover the costs of a sybaritic orgy, and the Lurk wound up in the dust-dens of Nightmarket. And then they realized that between the three of them, they’d blown all the profits from their last venture.

Hoping to make some coin, the Whisper accepted a job from her lover, Lord Scurlock. A particular alchemist he patronized had been less than forthcoming with the expected results of his research and the ancient lord was impatient.

What followed was perhaps the most stupendously failed Gather Information roll ever.

Spying on the alchemist’s workshop from the rooftops, the Hound saw little except zealous guards and a window left ajar. Hoping for more, the Lurk slipped through, accepting the bargain that the window would be closed the next time they came. A series of poor rolls escalated the situation from Risky (as he precariously balanced on the rafters) to Desperate (as he dove into a bin of unknown chemicals) and beyond (as he attempted to convince the guards that he was a ghost). With the help of some well-timed aid by the Hound (in the form of distracting fireworks set up in a flashback) he was able to escape with a nearly full load of stress and an 8-point “exposure to powdered leviathan bone” recovery clock.

The actual score went far more smoothly, despite the extra guards laid on by their earlier failures. The Whisper used her Ghost Key to open a spirit path, and while the Lurk lit up like a beacon, attracting packs of foul spirits, the Hound was able to fight them off with his electroplasmic pistol rounds while the Whisper turned them on each other. Using the weak spot created by the concentrated leviathan bone they were able to slip back out of the ghost roads inside the facility.

Some stealth got them into the catwalks, where they were forced to knock out a suspicious guard. Turns out that unconscious or sleeping people are easy prey for possession, which is why everyone wears spiritbane charms, but the guard is easily divested of his and the Whisper’s ghost ally takes the body downstairs where it convinces the other guards to go out front for a smoke.

After all of that, the safe was comparatively easy, and the alchemist’s ledgers and notebooks were theirs. The alchemist is unhappy, to say the least, but Lord Scurlock is pleased…

The group has rolled exceptionally poorly on all their development rolls and been forced to choose between coin and hold each time. I guess keeping such a low profile has its issues…

Next time, though, it sounds like they’re going to run into some serious opposition in the form of another criminal gang. Maybe the Fog Hounds, who they framed for the job they pulled against the Red Sashes?

Here my report, sorry for my english, who is obviously not my natural language.

Here my report, sorry for my english, who is obviously not my natural language.

Here my report, sorry for my english, who is obviously not my natural language.

First Session for me and my friend – 9:00 hours to create the characters, the crew and playing 2 missions.

My players chose the cultists crew template. They have decided to play old wandering souls who have found a way to possessed some Deathland Scavenger and found a way to trespass the Duskwall borders.

Half crazy, they think they are The Old Death God’s servants, their big project is to rebuild the gates of death and find a way to allow the souls to find the path to oblivion . They consider the souls disintegration with electroplasmic tools an error and a folly.

They have chosen as Patron Skurloc the vampire necromancer, decadent noble form Duskwall, who live in the mansion at the southern end of the Crow district.

the characters are: A Hound / a Lurk / a Whisper

First mission: after agreeing to serve the lampblack, they were send to steal a list of Bluecoats informer who have infiltrated the lampblack. They have chosen a infiltration plan into the local Bluecoats city watch station.

Highlight: when the Whisper disguised himself as a Bluecoats and diverted the attention of some guards, to give an escaping opportunity to his two fellow crew members.

Secret discovered: The cult of the “Path of Echoes” natural enemy of their faith, seems to have followers in Bluecoats and in the Red Sashes.

Second mission : Skurloc who lost control on the Crow since Roric death, asks the PCs to infiltrate Crow’s headquarters and put three Spy Ward to allow him to spy Lyssa and her minions.

The PC succeed in placing a ward at the HQ Gateway, in the meeting room and in Lyssa’s chamber.

Highlight: the Lurk who uses his Silence vial in front of Lyssa’s door, which allowed the Hound to blow its lock with his gun and shoulder ( in total magical silence), then the Whisper to put his ward while Lyssa was sleeping in the same room.

Secret discovered: Lyssa is currently recruiting from the Skovlander refuges to rebuild her gang, in exchange she close her eyes on their political scheming and uprising project against the governor in place.

the systems have worked fine for me and my players, it does very well what it is supposed to do. I tried to roll separately for the first mission, and roll in the same time the action and effect dice for the second mission. And it is clearly better to reduce the numbers of rolls.

I had a problem with the way to manage trauma. All my players took 1 trauma point during the session. It happened during a mission and I do not know how to handle this. Does the PC have to”disappear” from the mission or continue, having just lost “1 life”. It was hard to put a PC out of play when the full team was still in an enemy building.

So I tried running Blades again this past week.

So I tried running Blades again this past week.

So I tried running Blades again this past week. I got to try it with the couple of changes to the quick start rules. Nothing big changed, just a little stream lining. This time round we ended up with myself playing a character as long as GMing, and two other players. We end up trying to assassinate Bazso Baz, the leader of the Lampblack gang. Hilarity ensued.

This time round I had a much better grasp of the devil’s bargain, so I was able to offer bonus dice for complications. Best one we had for the night was when we left evidence that we had been there by forcing Bazso to sign a contract giving us all of his legitimate property…then leaving a carbon copy with our names and addresses. We had a more light hearted game than usual to say the least.

Consequences went better as well. Now that we remembered that you can choose to take the consequence or take stress, things tended to stick more. It was interesting to see how the group argued about going about things, since each play book gains XP for different things. Our ninja needed to get in and out undetected, while our killer needed mayhem. It lead to some interesting dynamics within the group.

The changes to mechanics was welcome. Made things faster since the number of stats you pick from went from 6 to 4. Much cleaner. I’ll be trying this out again hopefully in the near future for sure.

http://ramblingsofjacobanddelos.com/2015/04/06/blades-in-the-dark-round-two/