LEVIATHAN HUNTING 101

LEVIATHAN HUNTING 101

LEVIATHAN HUNTING 101

Due to my experience with ‘Dishonored’ and China Mieville’s ‘The Scar’ I have always been fascinated by the concepts of Leviathans and Leviathan hunting in BitD. Probably like many others I had at first thought of historical whale hunting as a fitting comparison. When John told us that Leviathans were immortal and that ‘hunting’ was actually rather ‘sucking like a mosquito’, I had some difficulties picturing what that actually meant. For example: How large are Leviathans in comparison to the hunting ships? Apparently they large enough that no one gets the idea of towing one back to shore. But if that is the case, how do the ships manage to keep them under control long enough to suck their lifeblood away?

I kept mulling over questions like these and over the course of a couple of weeks, some ideas congealed in my mind. So here they are, my thoughts on Leviathan hunting, unrefined like a sea beast’s oil. Feel free to modify, discard, or add to them in any way you please:

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So you want to know about Leviathan hunting? Well, first of all, one should keep in mind that Leviathans are huge. They are so huge, that most sailors have only ever seen a fraction of their body mass. Artistic or ‘scientific’ depictions can only approximate the shape of these beasts, given the fact that the images have to be put together piecemeal from incomplete descriptions of different specimen that tend to exhibit a wide variety in their overall appearance, e.g the amount, size, and structure of eyes, fins, tentacle-like appendages, bone-spurs, even the overall body shape. The only thing that can be said for certain is that the sea demons dwarf even the largest hunting ships.

So how is it possible that hunters again and again engage these beasts in a struggle for their lifeblood? The simple answer is: There is no such struggle. At least not from the sea beast’s point of view. That is, unless they are fully awake. Fortunately, they rarely are.

Which brings us to the second important fact about Leviathans: When these giants are encountered in the Void Sea, they drift through the black waves in a slumbering, almost dream-like state. The reason why is hotly debated among Doskvol’s demonologists and marinologists. Some speculate that the sea demons hunt in the deep, preying on even stranger creatures or maybe feeding from spirit-wells on the lightless bottom of the sea, and only come to the surface to sleep. Others presume that dreaming might actually be the natural state of these demons and that it is only our actions that spur them to moments of wakefulness.

Yet, while the beasts themselves might give off an appearance of serene tranquility, the same cannot be said about the sea surrounding them: Choppy waves, suddenly emerging whirlpools, eerie voices riding the winds, towering cloud formations lit from within by strangely coloured lightning – all these signs inform the seasoned hunter of the proximity of their quarry. If it is true that leviathans dream, their dreams might not be pleasant at all.

Hunting ships approach such lumbering beasts like the living islands they are. Harpoons, either thrown by hand or shot by cannon, are used to tie parasite and host together with a web of ropes, cables, and chains. Explorer crews are sent over on small boats to put foot on the beast’s back and prepare the extraction process. They bring large drills to pierce the skin of the beast and, like medical syringes, connect them with rubber hoses leading back to the pumps and tanks on the hunting vessel. After a while the leviathans lifeblood is sucked away through a dozen or so punctures. The largest ships even use cranes to lower down complex platforms, which can drive their lightning-oil-fuelled drills deeper into the leviathan’s flesh and reach richer deposits of the precious liquid.

Working on the back of a slumbering sea demon offers promise and danger in equal measures. When the drills are in place, sailors often feel tempted to saw off some of the smaller bony protusions or appendages to sell them for great reward to the superstitious or the scientifically minded. Even stranger and more rewarding treasures can often be found embedded in the ground benath the hunters’ feet: Teeth as long as swords, shimmering crystal shards, bizarre relics of obscure origin. But these treasures are invariably accompanied by great peril: Ghosts flock to leviathan blood like carrion birds while demons are known to spontaneously manifest from electroplasmic patterns on the leviathan’s back. And – frequently forgotten, yet no less deadly – there are always the more mundane danger of the sea: One wrong step on the slippery surface will send the hapless sailor beneath the ink-black waves.

When the weather phenomena and the overall weirdness increase, it is a clear sign that the monster’s slumber is growing restless. The living island will quake and even attempt to submerge beneath the waves, a pull that strong ships with an experienced crew can resist for a while. From now on it is a question of how much risk a captain is going to take to extract as much lifeblood as possible. If he disengages too soon, he will have to find another beast to fill his tanks to the brim and make the voyage profitable. If he waits for too long, the monster’s strength and wakefulness will grow to a point when lives, equipment, and even ships are lost. The floating island might suddenly vanish between the waves, pulling everything on it or attached to it down into the bottomless depths. Or the pain and ire might eventually provide enough impetus for the beast to attack its parasite. Few have seen such events and even fewer dare recall the experience.

And yet, despite all the dangers and horrors, the hunting fleets are always growing and there is no end to the number of sailors willing to risk their lives on the Void Sea, for the lifeblood of leviathans is also the lifeblood of civilisation – and it is immensely profitable.

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So, this is it. I’d love to hear some thoughts – and, of course, your own visions on how you see that dangerous trade.

With all these hacks on the horizon, I’m curious people’s opinion on the point at which Blades ends and a different…

With all these hacks on the horizon, I’m curious people’s opinion on the point at which Blades ends and a different…

With all these hacks on the horizon, I’m curious people’s opinion on the point at which Blades ends and a different game begins. Which mechanics are integral to the game in your opinion?

On a tangentially-related note, Blades has a degree of system mastery to it. Do you see that as characteristic of the core of Blades? Do you think more systemic depth or even strategy would spoil it?

Do you think a score could be used to handle LTP actions?

Do you think a score could be used to handle LTP actions?

Do you think a score could be used to handle LTP actions? ie-producing income from your lair, building a machine that flies using spirit energy

In the first example: a score to get the materials, inform the clientele, etc with the payoff being the income equal to (Tier roll – Heat) per downtime like a claim might offer

So I saw a thing by Jeremy over on the Double Fine forums from a few years ago about a computer game he was…

So I saw a thing by Jeremy over on the Double Fine forums from a few years ago about a computer game he was…

So I saw a thing by Jeremy over on the Double Fine forums from a few years ago about a computer game he was designing called the Knockover…

http://www.doublefine.com/forums/viewthread/7878/

This got me thinking about Blades as the premise was the same, just a different setting. But the ‘props’ could be the same!

So I just spent the last few hours making a thing! It’ll get its grand test at Ettin Con, what with Andrew Shields’s Heist cards, Volsung 2d6plusCool’s PC / NPC cards and my own score type cards.

The idea is a visual ‘planning board’ to pin characters, locations and obstacles (with clocks) on.

While watching a lot of Blades games I noticed that a lot of players stay at a stress level of 7, unwilling to take…

While watching a lot of Blades games I noticed that a lot of players stay at a stress level of 7, unwilling to take…

While watching a lot of Blades games I noticed that a lot of players stay at a stress level of 7, unwilling to take that Trauma. Of course, who’d willing decrease the lifespan of their character? They then often end up taking that Trauma when resisting something.

I wonder if it’d be more interesting and enticing to players to reward them for taking that step, willingly pushing their characters into trauma, reducing their characters lifespan and removing themselves from the conflict. I think giving another die might be overkill but maybe increasing the effect on a success? This might also add some cinematic flair. The character performs their last all-out attack before being rendered unable to fight, that happens a lot in fiction.

I keep holding back on my players and then nothing happens.

I keep holding back on my players and then nothing happens.

I keep holding back on my players and then nothing happens.

Help! 😛

(I’ve been playing Blades for the past 7 months, this is a “teach me to waste away all within me that is kind, patient, and forgiving” question, not a “how do I use the system” question)

After re-listening to John Harper’s chats with various folks on his One Seven Design podcasts, it struck me that a…

After re-listening to John Harper’s chats with various folks on his One Seven Design podcasts, it struck me that a…

After re-listening to John Harper’s chats with various folks on his One Seven Design podcasts, it struck me that a rather simple conversational tool I was not explicitly calling out when playing / teaching the game was the concept of establishing initiative (either for the players or the GM). It’s subtly mentioned in the text a few times, particularly on p.5 under the ‘back and forth of the conversation’. The concept is outlined in determining player action, and in particular mention to the GM making moves or establishing consequences to be dealt with. It determines many things; whether you are reactive (losing the initiative) or pro-active, dealing with consequence or establishing fiction through action.

On reflection though, its more than that: its rather a powerful mechanical parameter that deserves being identified as the reason a certain mechanical path is being taken. SO much so, that when the Motes lost their initiative last night on a 1-3 engagement roll on their infiltration score into the underworld depths of the Leviathan temple, Drav’s player asked if he could gather information on how best to seize back the Initiative ‘resource’ from the daemonspawn…

I think I may even have a token, a measure of power perhaps, something we can slide across the table to those in control of the sitch – you now have the initiative – use it wisely. A loaded nerf crossbow may just be the ticket!