Is there a discount on the physical copy of Scum & Villainy for those who bought the in-progress PDF?
The absence won’t stop me from purchasing, but I’ll be buying more than one copy, so if there is such a discount, I don’t want to miss it!
Is there a discount on the physical copy of Scum & Villainy for those who bought the in-progress PDF?
Is there a discount on the physical copy of Scum & Villainy for those who bought the in-progress PDF?
The absence won’t stop me from purchasing, but I’ll be buying more than one copy, so if there is such a discount, I don’t want to miss it!
Has anyone built a font for progress clocks?
Has anyone built a font for progress clocks?
Good morning everyone.
Good morning everyone. I just found blades in the dark and I’m looking for any kind of help or suggestions as to running a game of it. I love the concept and am an extreme been to dming or gming but am looking for anyone willing to game with or who can DM it as well. If you live close to or in Toronto Ontario Canada, give me a shout.
I’ve been dreaming about running multiple groups, and setting their games in the same persistent universe in some…
I’ve been dreaming about running multiple groups, and setting their games in the same persistent universe in some fashion. I was wondering if the sandbox-y aspect of Blades might be suitable. At the very least, I’d develop the factions and their agendas the same way across all the groups. From there, it could be about shared contacts (and the faction “people”) having the same appearance, voice, and agenda.
The other end of the spectrum is PvP (or, crew vs crew), where the groups could interact with each other as enemies or allies or service providers, try to find each others’ lairs, flip contacts, etc. The obvious problem with this, is that groups would (usually) play asynchronously, so I don’t know how to handle direct conflict.
Each group should be able to forge its own story. I picture you could leave it up to each group how involved they would be, similar to Elite: Dangerous’ “Open”, “Friend” and “Solo” modes. I’ve also been thinking about whether to do “perfect information”, where all the groups and players know about all the other groups and characters, or “discovered information” where the groups will either have to get some rumors about the other groups, or work actively to get them via Gather Information and Downtime Projects. Both feel appealing. It’d be awesome if the groups interacted out-of-character to provide story and interaction ideas for the others.
I’ve been playing with the idea of providing a common story framework: A starting situation like the one in the book, with a known faction war starting, maybe a midpoint linchpin event or turning point, and possibly some later-date event. I’ve been thinking to keep them vague, so the groups could find their own place in relation to them, but still provide some common narrative. I have a specific idea called “The coming of the Red Comet” for the last one, but I don’t (want to) know what that actually means.
I guess this would require multiple GMs, depending on the number of groups. I’m picturing 3 or 4 groups as a starting point, maybe just 2 as a test.
Any thoughts on something like this? Do you have experience with something similar? Are there issues with using Blades for it I should think about?
New to blades. Looking for recommendations on a starter score for my crew.
New to blades. Looking for recommendations on a starter score for my crew.
You hear them gloating about trailblazing new technologies.
You hear them gloating about trailblazing new technologies. They crow about their methods of discovery. It’s foolish. They batter open a metal door and pretend the bone door was never there, or that both doors do not lead into the same house. Have they forgotten that this city is five centuries older than its lightning towers?
We harvested leviathan blood, we emptied ghosts, we drank from the rivers behind the Mirror. We paid a cost for it, and we learned what was safe and what was not, and we had respect. They move too fast, take too much, and ignore all warning signs. The energy they treasure is not defenseless. There will be consequences.
From the Whisper Grizelda Slake’s personal correspondence to Nalia Finn, her apprentice
Can anybody recommend a Blades actual play podcast I can check out to better grok the rules?
Can anybody recommend a Blades actual play podcast I can check out to better grok the rules?
Hey folks, I’ve been pondering how to run an upcoming heist and could use some suggestions / inspiration!
Hey folks, I’ve been pondering how to run an upcoming heist and could use some suggestions / inspiration!
Setup: A very small (but wily!) gang of Hawkers is looking to take some turf. Through brilliant maneuvering, they recently gained some inside information on the Iruvian “spice” trade, and have the knowledge and connections to quietly get product through to interested buyers. However, they don’t have the dock space or people to do it.
Heist: They came up with the idea of negotiating with another gang that owns a chunk of the docks. Hawkers provide the intel, the other gang provides the manpower and space, everyone gets a cut and goes home happy. In theory…
Here’s what I have thought up so far as far as ways to put pressure on them for the heist:
– A clock to just get in the door. They’re contacting this gang cold, so I’m thinking they need to do some work to grease the skids.
– A clock to track the negotiations and seal the deal. Fill it to win it.
– Complications / clock or … something … to represent them against the larger gang to not just say, “Hey, we can let you in here to set up shop, and then wipe you out after we have the info we need — we can just do it ourselves.”
Thoughts? Appreciate your feedback in advance.
Are there any non-Actual-Play podcasts for Blades in the Dark?
Are there any non-Actual-Play podcasts for Blades in the Dark?
Hey scoundrels!
Hey scoundrels! A friend of mine just asked me what are the major differences between Blades in the Dark and “other PBTA games.” I’ve already told him that Blades isn’t truly a PBTA game, it just draws on some of the principles (d6 dice, graduated success, playbooks, etc.).
I’m not all that familiar with PBTA as a design apparatus, so I’m wondering what else I can tell him about the differences. Anyone here who can contribute ideas?