Question about Crew Advancement and Coins:

Question about Crew Advancement and Coins:

Question about Crew Advancement and Coins:

Gaining Level 1 cost newLevel x 4 Coints = 4 Coins

Every Crew Member gets 1 coin (+2 per crew tier) as a bonus payment. I assume that the crew tier used here is the old tier, so gaining Level 1 tier brings 1 coin per Crew Member.

So the advancement is free of cost when youre crew has 4 members or more.

It get’s even better advancing to Level 2:

Cost = 2 x 4 = 8 Coins

Crew Member Payments = 1+2 = 3 Coin per member.

so you only need 3 members in the crew to pay for the advancement and you still have 1 coin for the party.

This seems odd to me. Yes, you need to have the money to get it back as a bonus, but is that as intended?

Do I miss something?

A big fight is coming up for my campaign – the Red Sashes have been weakened to the point where Ulf Ironborn is…

A big fight is coming up for my campaign – the Red Sashes have been weakened to the point where Ulf Ironborn is…

A big fight is coming up for my campaign – the Red Sashes have been weakened to the point where Ulf Ironborn is seeing them as prey. While the PCs don’t have a gang of their own (except for the Cutter on his lonesome) yet, they will be participating in the fight – to secure loot from the Sashes, to get on good terms with Ulf, and to secure a certain number of bodies for this death-essence addicted androgynous demon butcher. The Red Sashes will also be pulling as many of their allies into this fight as possible, as their own numbers are low. Many variables in play, meaning a lot of ease in determining complications. Exciting!

However, I have not done extended battle scenes much before, Blades or otherwise. So, a couple questions for the people who have – how’s it different from regular play? What should I watch out for? What tricks have you employed to make the experience be memorable, as the first major fight in a campaign should be?

(P.S. – also really looking forward to more gang details in the book. The fact that the gangs have allies and enemies of their own contributes a lot to making these groups feel like relevant and dangerous even when the PCs are just cutting their members up into ribbons.)

Looks like I’m officially running Blades at PAXEast for Indie Games on Demand.

Looks like I’m officially running Blades at PAXEast for Indie Games on Demand.

Looks like I’m officially running Blades at PAXEast for Indie Games on Demand. My time slots are Friday 11-1 and Saturday 1-3. It’s gonna be tight to do rules and a decent chunk of game in that time frame, so I’m probably going to fully generate characters and cut out some  of the more complicated systems.

Technically I’m offering Blades and Dungeon World during my slots, so it’s possible that the groups will choose DW and I’ll be sad (even though DW is great and I love it!).

Anybody have the link to Andrew Shield’s quick setup doc that replaces crews? Andrew Shields where are you?

I’m fairly new to the community here and was just wondering if anyone was working on a Blades in the Apocalypse type…

I’m fairly new to the community here and was just wondering if anyone was working on a Blades in the Apocalypse type…

I’m fairly new to the community here and was just wondering if anyone was working on a Blades in the Apocalypse type of hack. I know there wasn’t anything like that in the KS, but it seems like it would be a great fit!

John Harper post about Bad Engagment Rolls made me about how to use them.

John Harper post about Bad Engagment Rolls made me about how to use them.

John Harper post about Bad Engagment Rolls made me about how to use them. 

In the rules, they’re meant to be used as something proactive by the opposition, but sometimes I used them to introduce some unforeseen hypercomplication introduced during the score.

Example:

One of the Red Sashes you murdered was the son of a highly influential Iruvian noble: now it’s looking for revenge.

What do you guys think? Too harsh? Unfair? Not the “right” way to do it? 

So, we played and two of my players aren’t fans.

So, we played and two of my players aren’t fans.

So, we played and two of my players aren’t fans. Some of that is my fault as I probably made consequences too harsh. The other complaint was that you rarely succeed without a consequence. As a GM, I love it.

Anyway, one sticking point was what’s considered a “tough challenge”. Any advice would be appreciated.

Anyone played with the Cult Crew sheet?

Anyone played with the Cult Crew sheet?

Anyone played with the Cult Crew sheet?

The gang have uncovered the ‘unbroken sun’ an ancient level of worship that seeks to burn away institutionalised dogma and allow folks to make up their own minds in the light of the sun’s dismal rays.

I’m keen to work with the transition, as Drav the hound (now nicknamed the Scion after his encounter with the unbroken deity) is drawing the other two into his evangelical world.

I really like the cult crew sheet’s differences to a more conventional gang of scoundrels. I’m thinking of appropriating some more imagery from the lies of Locke Lamora. But what of reconciling scoundrel behaviour with cult like behaviour? Is it inevitable that the cult is an unsavoury one due to its unlawful activities and larceny?

I’ve just read v6 of the quickstart rules.

I’ve just read v6 of the quickstart rules.

I’ve just read v6 of the quickstart rules.

Dude.

DUDE.

This looks amazing in every way. So much work went into the rules, the atmosphere, the background details, the accessibility of all of that info – I’m so glad I invested in the Kickstarter, looking forward for the full version.

Those living outside the energy fences that protect Doskvol have other ways of refining the Ghost Field into plasm.

Those living outside the energy fences that protect Doskvol have other ways of refining the Ghost Field into plasm.

Those living outside the energy fences that protect Doskvol have other ways of refining the Ghost Field into plasm.

http://www.triplepundit.com/2016/03/harvesting-water-fog-solution-water-scarcity/

The system of panels was first designed by a close-knit cadre of rail jacks that all retired at the same time for undisclosed reasons. They used the energy harvested by the panels to protect their settlement through arc cannons mounted on the fortification rooftop, and interior “flashpoints” that could be activated to discorporate electroplasmic intruders.

The river runs the mill, the mill runs the shuttles, and the jacks protect the secrets of what is woven into the panels to make their condensing effect work. 

The operation has since expanded to cover a mine site. Caravans have taken to stopping at Millpoint to purchase collapsible screens for exorbitant prices. 

Word is the Vice Admiral is buying, bartering, or stealing all the screens he can get. He’s got something big planned for the Deathlands; his family has researched sites for generations, and the entire family fortune was spent on expeditions and scholarship before Delrak got his appointment and started rebuilding their wealth.

Everyone who is in the know understands that he is part of the Angelfish Collective, a thinly veiled society of revolutionaries. He is also getting more and more enemies in the Deathlands who wish him harm, but cannot reach him where he is protected in the city.

There is also a small but distressing number of people that have disappeared or been murdered after finding out more about his plan for the sails and the Deathlands.

Now he wants to hire your crew. For something innocent enough, on its own. To see if you can work together well. If you can be trusted.

http://www.triplepundit.com/2016/03/harvesting-water-fog-solution-water-scarcity