Has anyone tried/thought about running a “living Doskvol” game?

Has anyone tried/thought about running a “living Doskvol” game?

Has anyone tried/thought about running a “living Doskvol” game? What I mean is a game where the members of the crew aren’t necessarily the same each session. I think I might give it a shot at my local game store.

Curious if anyone is running different crew types.

Curious if anyone is running different crew types.

Curious if anyone is running different crew types. I have a new game and my group really wanted to be Hawkers. I am working on bringing it together and it will work but I am curious to see what others may have explored in this area.

These are some of my thoughts in general about how the game might be run, and I’m wondering how other people’s…

These are some of my thoughts in general about how the game might be run, and I’m wondering how other people’s…

These are some of my thoughts in general about how the game might be run, and I’m wondering how other people’s thoughts/experiences compare. This started as a response to Mark Griffin’s post, but quickly became almost irrelevant.

I can’t say that this is universally true, but in my HIGHLY limited experience, John is easier and better as a GM for the Bloodletters than other GMs might be in their games.

I can’t really point to any one thing and say “here is conclusive evidence” but for instance:

1. How often does John actually threaten to inflict harm? I’d guess he’s at least one standard deviation below the mean in this regard. I think he’s right to threaten harm as often as he does, to clarify.

2. The rules say that armor allows you to ignore or reduce consequences. My GM says it reduces harm by one. John said in this episode it allows you to ignore it.

3. Have you noticed how rarely the Devil’s Bargains are “Someone notices: Take +1 heat?” They usually are so much more narratively interesting and less mechanically (or immediately) disadvantageous, like demons or factions taking interest or changing relations with the PC crew. He (and Sean) offer some on almost every roll too. He could have told Stras “I don’t think there’s a Devil’s Bargain to help you Attune here. Sorry.” But he didn’t. Instead he made up something interesting out of left field, and they spent a good few minutes discussing the fiction surrounding that thing.

4. I feel that some GMs are going to struggle with playing fiction first. They’ll play the game more mechanically, moving from one die result or downtime action to the next without much discussion of the fiction in order to get a certain amount of “progression” out of the game. They’ll try to get planning, execution, and downtime all in a session. The Bloodletters don’t do this, and it’s definitely for the best. If a GM runs the game as a checklist, the players will probably gravitate in that direction as well, and the fiction will wither.

4.5. My GM seems to have a tendency to “balance” the game. For instance, he’ll refer to the rules to evaluate the fiction, rather than the fiction to evaluate the mechanical outcome. This is the death of “fiction first.” It also doesn’t “give the players what they earn” when the game is being adjusted (consciously or unconsciously) to remain a consistent challenge for the players/characters. For instance, when a PC gets a crit to acquire an asset in the form of a gang of thugs, the gang leader they were going to attack might be surrounded by his own gang of competent thugs, whereas he wouldn’t have otherwise.

There’s lots of other things I wanted to point out, but my brain is going a mile a minute now. For those who are watching the Bloodletters game, I’m curious what differences you might have noticed between how games of BitD are run for (or by) you and how John runs the game.

An oddity came up recently in starting a new Blades game with one of my groups, due to the extended period over…

An oddity came up recently in starting a new Blades game with one of my groups, due to the extended period over…

An oddity came up recently in starting a new Blades game with one of my groups, due to the extended period over which we’ve made characters and crew.

In the version 5 quickstart rules, the Inspectors, Sparkwrights, and Bluecoats are all one tier lower than they are now in the version 6 rules — is this intentional? Also, the Eels(whom our new crew was going to have a rivalry with) seem to have ceased to exist in the version 6 rules. Was this an intentional removal?

I have some problems with the interactions between Items and the Tier/Quality factor.

I have some problems with the interactions between Items and the Tier/Quality factor.

I have some problems with the interactions between Items and the Tier/Quality factor.

Usually, higher Tier factions have better quality stuff: that’s way Quality and Tier are two aspect of the same factor.

Fine Items count as +1 Tier.

It seems that what is considered “Fine” is relative to your Tier: a “Fine” Item for a Tier 1 faction is actually “Standard” Item for a Tier 2 faction.

So, for example, if you’re Tier 0 and you obtain Items from a Tier 2 faction, they should count as “Exceptional” (because they should give you +2 to your Tier: you’re using the same stuff they use).

The problem is: what happens when you then become Tier 1? Do this Items just become “Fine”?

I guess they should, because members of the other faction doesn’t count as Tier 3 when they use them, and now you would.

However, this seems too convoluted.

How have you approached this kind of problem?

Wouldn’t be more simple if Items had just a Quality of their own (example: a Quality 1 sword)?

So…..

So…..

So…..

We had a TPK, or at least a Total Party Trauma. The infiltration went bad from the get go: the engagement roll was a 1, the Motes lair came under simultaneous infiltration from the Spirit Wardens, then the flashbacks went horribly wrong – a desperate tinker to set explosive traps at the sanctuary rolled three threes – it had to be an backfired omen for the trauma to come.

Then during the infiltration there was failed desperate roll after failed desperate roll: the newly found cult ended up burned, scalded, and their spirits torn from their ravaged bodies. Their exceptional deathseeker hulls ended up scattered and dismembered, the crews’ adept’s ghosts sold to the Unseen’s nefarious pits for their illegal ‘possessed’ dog fights.

So as the Motes swing from the Gallows Pole under the clock, their corpses slowly wasting away as a vicious symbol of those who dare challenge the powers that be, their ghosts are entrapped within the Belltower Crematorium’s holding tanks – awaiting interrogation by the Spirit Master…

They are all trauma-ed, suffered deathly harm, at war with tier three factions and XPed up to the max!

They do have some friends though, The Path of Echoes is working on breaking them out, and the Dimmer Sisters may have a trick or two up their voluminous sleeves. This should be an interesting downtime😳

Assassin crew musing: Might they have a crew ability which offsets the additional Heat penalty for killing during a…

Assassin crew musing: Might they have a crew ability which offsets the additional Heat penalty for killing during a…

Assassin crew musing: Might they have a crew ability which offsets the additional Heat penalty for killing during a score (or downtime, if your character rolls that way)? How might it manifest in the fiction? Should it cost Rep?

Just thoughts to stoke the fires. 🙂

Title

Title

I have created a web application that generate random stuff for the game, using the data in the Quickstart tables: http://bit.ly/1Updd2T

The app is intended to be used from a phone, but it should work in any browser

Let me know how it works, and if you find it useful, I’ll be updating it with the new versions of the quickstart/book.

(I have tried to share this link before, but I keep getting errors from G+. My apologies if this comes as reapeated spam) 

The quickstart text does not describe (intentionally, I suppose) what is possible or not with the Attune action.

The quickstart text does not describe (intentionally, I suppose) what is possible or not with the Attune action.

The quickstart text does not describe (intentionally, I suppose) what is possible or not with the Attune action.

Can you share some examples/war stories from your games so I can steal some of them :)?