A quick question:

A quick question:

A quick question:

The game talks about ‘turf’ in the abstract sometimes. Ironically, often on the ‘turf map’ where it is talking about it in a very gamey way. When “Lookouts” says “+1d to Survey or Hunt on your turf” what does it mean? Yes, one could reference the fiction, but do Thieves even HAVE “turf” in any sort of traditional fictional sense? If pressed, I would say that a crew of thieves’ “turf” was the area they worked, which would make it more like their Hunting Grounds, which are also A Thing.

This feels a little confusing.

This morning I printed out the latest Quick Start pdf in parts, to make it easier to interact with at the table.

This morning I printed out the latest Quick Start pdf in parts, to make it easier to interact with at the table.

This morning I printed out the latest Quick Start pdf in parts, to make it easier to interact with at the table. Here’s what I came up with.

The rules themselves: 1-3, 5-32, 66-74, 96

Quick reference for GM: 33, 32, 34-27

Quick reference for players: 31, 36-37

Character creation: 38-55

Factions and scores, for the GM to keep track during campaign and tell party what their next options are: 56-61, 63-64

First session intro handout: 4, 62

Campaign tracker for party: 65

Duskvol city guide (mostly for GM): 76, 75, 77-95

I’m using a big office printer, so I may have options you guys don’t, but I just plugged these numbers into the “print pages” option. Everything is in landscape of course. For the rules, the largest packet, I printed double-sided, double stapled on top with the margin adjusted down 4mm. For the medium-length packets I printed double-sided, stapled on top left corner. For the quick references and the intro handout, printed single-sided and stapled. Obviously you’ll also need to print out single sheets of each character and crew playbook so your players can make their crew. I hope this is helpful for others besides me.

This seems like really basic information, but has the year of the cataclysm and the year of the formation of the…

This seems like really basic information, but has the year of the cataclysm and the year of the formation of the…

This seems like really basic information, but has the year of the cataclysm and the year of the formation of the Imperium ever been stated? I wasn’t able to find it either in the quickstart rules or by doing a general search.

The quickstart states it’s year 847 of the Imperium, so was the Imperium founded 847 years ago? When did the cataclysm happen?

So I’m finally getting a group together for Blades because I can make the time to GM, and I have a basic question.

So I’m finally getting a group together for Blades because I can make the time to GM, and I have a basic question.

So I’m finally getting a group together for Blades because I can make the time to GM, and I have a basic question. How does the game function with 3, 4, and 5 players? I need to know how many to gather.

Great example of how minimal and innocent seeming a “lair” can be even for a high end crime org: The Midnight Rose…

Great example of how minimal and innocent seeming a “lair” can be even for a high end crime org: The Midnight Rose…

Great example of how minimal and innocent seeming a “lair” can be even for a high end crime org: The Midnight Rose Candy Store run by an run by a little old lady in her 60’s, Mrs. Rosie Gold was the headquarters for Murder Inc, one of the most infamous and deadly assassin groups of the 1930s.

“Exact numbers aren’t known, but it is estimated that Murder Inc., carried out 400-1000 executions, making the innocent looking candy store responsible for more murders than anywhere else in the United States… Rosie Gold kept a wall of pay phones along the back wall of the candy store; the members of Murder Inc., would pass the time at the Midnight Rose, sipping on Rosie’s malted milks until one of the phones rang, giving the details of the hit.”

http://www.atlasobscura.com/places/the-old-headquarters-of-murder-inc

http://www.atlasobscura.com/places/the-old-headquarters-of-murder-inc

I’ve found with Blades in the Dark, because it’s such a different system to what I normally run (WFRP2e and Fate are…

I’ve found with Blades in the Dark, because it’s such a different system to what I normally run (WFRP2e and Fate are…

I’ve found with Blades in the Dark, because it’s such a different system to what I normally run (WFRP2e and Fate are my big two), that I prefer to have a ritual before GMing the game, to make sure it’s Blades-in-the-Dark-enough.

Before every session, I read through the GM Best Practices, then I listen to The Heavy – Short Change Hero, and How You Like Me Now (by the same). I feel this gets me in the right head space.

Does anyone else have a ritual like this? Or consistent touchstones that help you get into the game (as either a player or GM)? Always looking for more and better tools to add!

How many dice would a player need, maximum? 4 from an action, +1 from Pushing/Devil’s Bargain, +?

How many dice would a player need, maximum? 4 from an action, +1 from Pushing/Devil’s Bargain, +?

How many dice would a player need, maximum? 4 from an action, +1 from Pushing/Devil’s Bargain, +?

Technically the GM could need 10(?) for an exposed lower tier target on the crews turf, but I think that is such an edge case that it’s not really worth stockpiling for.

I suspect my cult crew is considering going up in tier tonight.

I suspect my cult crew is considering going up in tier tonight.

I suspect my cult crew is considering going up in tier tonight. I have a few ideas for scores they could attempt to ratchet themselves up a level, and of course they’ll likely have their own ideas. However you can always use more grist for the mill, so I was curious if anyone here had any cool ideas.

A bit of background: They’re a tier 0 cult that worships Negamu, The Blubbery One, Lord of all Leviathans. Their eventual goal is to stop the hunting of Leviathans, and to that end they’re attempting to create a replacement for leviathan blood by using the devilfish (think maggot to a leviathan’s fly). Their notable enemies include Leviathan Hunters, The noble family who controls the refineries, The Spirit Wardens, The Forgotten Gods, and The Path of Echoes. Notable allies include the Gondoliers and the Dimmer sisters.