Made this playlist to kinda set the mood for our upcoming game of Blades in the Dark and built off of some other…

Made this playlist to kinda set the mood for our upcoming game of Blades in the Dark and built off of some other…

Made this playlist to kinda set the mood for our upcoming game of Blades in the Dark and built off of some other lists I could find. If you all have suggestions I’d love to add them!

Otherwise I hope you enjoy it.

It was fun to make.

https://open.spotify.com/user/adamposey/playlist/2QxZqVlUlhLi0goOwSdhDJ?si=0P3ZJ6_aRuWfx0r6QaXC3w

https://open.spotify.com/user/adamposey/playlist/2QxZqVlUlhLi0goOwSdhDJ?si=0P3ZJ6_aRuWfx0r6QaXC3w

I could never wrap my head around it.

I could never wrap my head around it.

I could never wrap my head around it. Teacher said it was not about the material world and the immaterial world, any more than ice melt flowing from a glacier was otherworldly. Matter and energy back and forth, life and death as different clothes for the same body. Demons were the waking of the elements into sentient shape, ghosts were the thoughts that outlive meat, breath is our reminder that energy moves in tides both in this state of being and in the next. All that is one single unknowable idea that is speaking out through you, even if you do not hear it. Your thoughts are not yours, nor are they real, but they are byproducts of your being that are as ephemeral as mist and as indestructible as color.

All that? Just a jumble of images and nonsense to me.

So my cousin was accepted to train as an adept, and I just learned to paint the charms and guide the boat. It’s not a bad life. I tell you this because when you look at adepts, you are seeing people who grasped the depths of their ignorance enough to fundamentally change how they see the world. They see life, and death, and existence in a way you never will. When you look at Whispers… don’t mistake them for people. Whispers have touched the root of the Real. When they deliberately alter their perceptions, the whole world shifts.

From “Reflections on the Waterways: a Gondolier’s Truths” by Simael Trent

Occult scores: Tell me about yours! How did you plan a score around “engaging a supernatural power?”

Occult scores: Tell me about yours! How did you plan a score around “engaging a supernatural power?”

Occult scores: Tell me about yours! How did you plan a score around “engaging a supernatural power?”

“Don’t make a MacGuffin. A good Score is a collision of needs.”

“Don’t make a MacGuffin. A good Score is a collision of needs.”

“Don’t make a MacGuffin. A good Score is a collision of needs.”

Without context I’m sure that’s not nearly as incredible as it is in my head right now. But “CrimeWorld” from Fate Worlds has just been added to my must-read-list for Blades in the Dark, to be visited again and again.

It’s obviously tooled for a different system, but the advice on setting up a game of heists is the best advice I’ve come across anywhere from a gaming perspective.

If someone has pointed this out before, shame on me for missing it for so long! If not, then this needs to get out there!

http://www.drivethrurpg.com/product/119384/Fate-Worlds-Worlds-in-Shadow

How “british” is your Duskwall?

How “british” is your Duskwall?

How “british” is your Duskwall? Or what cultures form the basis for it? In my reading the default seemed to assume an almost doomed London. However being the lover of Americana that I am the Duskwall I portray in my game is much closer to Atlantic City or pre Urban Seattle than anything in Europe.

Meet up with Harper in the Seattle Washington area on Saturday September 8th.

Meet up with Harper in the Seattle Washington area on Saturday September 8th.

Meet up with Harper in the Seattle Washington area on Saturday September 8th. Sign up via the form if you would like to meet scoundrels like yourself! https://goo.gl/forms/qgSQyb9OEc9KepwD2

== Alert, Suspicion and Time: Thoughts on complication clocks for stealth missions ==

== Alert, Suspicion and Time: Thoughts on complication clocks for stealth missions ==

== Alert, Suspicion and Time: Thoughts on complication clocks for stealth missions ==

As a very new GM I found myself making the mistake where a long and complicated stealth sabotage mission would completely fail if the PCs were caught in the act (narratively my blades were trying to tamper with one of the key products of a drug so that the manufacturers would discover the fault and seek a new buyer). This made the traditional 4-clock “Alert” a very dangerous beast because you only get a few partial Prowl rolls before the whole gig is up. A short ‘Alert’ clock is fun for a quick burglary, where if you get nabbed you can just cut your way out and make off with the goods, but my scoundrels had come up with a very clever and nuanced plan and I wanted to be able to ding them for partials without ruining the whole thing. I came up with some stuff on the fly, which I was quite proud of, but have been thinking more since about some standard complication clocks for stealthy espionage and sabotage style heists and would appreciate feedback and other thoughts.

Suspicion: For the corporate sabotage my crew were undertaking, they were going to be paid commision. Effectively their brief was a open up a temporary gap in a totally locked down market so their client could shift some goods, the client was going to pay comission based on how high a price they could get after the scoundrels sabotaged their opposition. In this case I was giving them 6 dice if they pulled the heist off flawlessly, so I made a 6-clock “Suspicion” and they lost 1 die on the final roll for each tick. It represented the nagging feeling in the target that something wasn’t right (did I put that there? I remember hearing a strange noise last night? etc.) and thus reduced their willingness to totally cut their original supplier out because of a faulty batch.

I think more generally a “Suspicion” (aka “Evidence”) clock on any stealth mission can be useful if there are ever consequences for the target realising they were robbed/spied-on/sabotaged after the fact. In the simplest case it can represent potential heat – even if the crew gets out without being spotted, did they completely cover their tracks? Do you put back everything perfectly on the after searching for and swapping out the doctored paperwork? – Roll Finesse and tick Suspicion for the conseqences. After the heist roll Nd6 for the ticks on the Suspicion clock and given them 0/1/2 extra heat for a Fail/Partial/Success, add a guaranteed heat if the clock fills up. Maybe an Inspector was put on the case and has noticed the parallels in your Crew’s MO with a previous heist.

Time: Frequently I find myself saying “this takes longer than you expect”, and often the consequence is another roll or a worse position. I’ve realised that all scores are at least somewhat time-dependent, and that explicitly defining what happens if the score takes too long and then threatening the players with a clock for it is good practice. Guards have a shift change/there’s a morning delivery of goods/bluecoats rock up/whatever complication that puts more bodies around suddenly.

In summary I feel that always having multiple clocks gives you much more room to play with and makes the situation feel more dynamic and less binary. It allows desperate consequences to hit hard early on without requiring you to immediately change the circumstances: picking this lock makes a bit of noise (tick 1 Alert), damages it in a way that would be noticeable to scrutiny (tick 1 Suspicion) and takes a lot longer than you expect (tick 1 Time). It also gives you room to describe consequences in a narratively satisfying way (servants become suspicious, guards become alerted, studying won’t get you caught but might eat up time). Further it allows players to bargain for their position/effect to only risk specific clocks and helps you to ding players resisting major consequences without being either a jerk or a pushover (resist 3-ticks on an alert clock, and still suffer 1 tick on the suspicion clock) and gives you easy ammunition for Devil’s bargains.

Further I feel that some clocks, like “Suspicion”, need to be continuous (where each tick hurts a little bit) as well as the break-point clocks like “Alert” (where only a full clock is really meaningful).

Now everyone please tell me about the score clocks you use and love! 😀

This wasn’t quite the guide I was looking for but it was still a good read.

This wasn’t quite the guide I was looking for but it was still a good read.

This wasn’t quite the guide I was looking for but it was still a good read. Surprised to see they didn’t mention Frankenstein though!

https://www.tor.com/2018/07/09/the-allure-of-gothic-horror/