I see the the Thieves crew starts with a hidden lair.
I see the the Thieves crew starts with a hidden lair. Do all crews start with a lair upgrade, and if so what would the Cult start with? I’m thinking Quarters.
I was looking at the Smugglers Crew playbook, thinking about how interesting it looked, especially for the larger possibility of travelling beyond the walls of Duskwall than other groups when I started musing on the state and nature of sea travel in this setting.
The most likely vehicles for Smugglers, IMO, are a ship of some sort, since I presume private vehicles on the ghost rails are an exceptionally rare or near unheard of thing and that other ground vehicles like wagons aren’t exactly suited for long-distance travel between cities.
What does everyone think ships are like in the setting? Given the electroplasmic technology I figure most are of a similar technological style and level of complexity as mid 1800s steam ships. Ships larger than jolly-boats and fishing boats typically employing steam/electroplasm powered paddle-wheels or screw propellers, though possibly with classic sail rigging as backup against breakdown or fuel issues or for additional speed. In fact sails would probably be useful for a smuggler ship because of their quietness compared to mechanical propulsion.
I could see a Smuggler crew sized ship being something sized and looking like this paddle steamer here. Not big, not well suited for long journeys, but just big enough to carry a modest cargo, get into trouble, and be a right pain to manage.
I also wonder about navigation. Depending on how one perceives the perpetual twilight that the world resides in this could be fairly normal or exceptionally difficult. If the skies are sometimes clear and the sun is just a dim disk in the sky, then standard navigation with things like sextants isn’t too hard. But if the world is dim because of a constant thick overcast, than navigation by star and sun sighting becomes near impossible. All you’ve got is the compass and rough estimates of speed and heading to do math off of (while worrying about stuff like slippage).
In the later case I imagine most ships stick very close to shore and rarely venture more than a few dozen miles to sea. Journeys between islands are mostly just following a specific course as best as possible to hit the target island and then just figuring out where along the coastline you are once you finally sight it. Woe to those that somehow miss their target island. They could sail for ages and get totally lost even if they reversed course. Of course, some of that depends on just how big the scale of the map at the end of the quickstart is. Is Akaros small like the size of Hawaii or Puerto Rico? Medium sized like Iceland or Ireland? Continental sized like Australia? Like everything else, this is probably up to the group, of course.
I imagine the large rail bridges crossing between islands are a popular navigational assistance. Just follow the bridge and no worry about getting lost. Of course, this means such places would likely be well patrolled, not very good for smugglers.
I had some more thoughts, but I’m starting to ramble at this point, so I think I’ll leave it at this for now. Anyways, what thoughts did some of you have regarding Sea Travel and/or a ship crewing group of Smugglers?
I have already got a ton of value from Blades in dark – reading it, playing it and now running it.
I have already got a ton of value from Blades in dark – reading it, playing it and now running it. The ROI just went through the roof after starting and falling in love with the Lies of Locke Lamora. Thank you, John Harper for the introduction to the Gentlemen Bastards!
So since we’re talking about names, has there ever been any information given on the the Ink Rakes?
So since we’re talking about names, has there ever been any information given on the the Ink Rakes? I think in my game they’ve rather fancifully become the Duskwall News reporters, but something makes me suspect there was a different idea in mind at inception.
So I’m running my first session of BitD in 10 days or so.
So I’m running my first session of BitD in 10 days or so. It’s supposed to be a one-shot but I feel like it could spin off into a campaign. Now my dilemma is this: the quickstart rules tell me to either include the crew creation or to drop it.
On the one hand I see how including the crew rules can complicate and slow things down. Plus it’s totally unnecessary for a one-shot. On the other hand the “management” aspect of the game is one of its signature features and probably one of the most interesting aspects of the game. I’m sure this was already discussed before but still – what are your thoughts on this? Thanks for any opinions!
Our most recent session reminded me of this article.
Our most recent session reminded me of this article. It gives me a name for the genre: “Blood, Tits, and Scowling.” You might get a kick out of it. My favorite part is how the article points up how the genre is an endless drama engine, which is just what Blades in the Dark needs.
I was listening to The Dollop, which is a great and hilarious history podcast, about the history of American…
I was listening to The Dollop, which is a great and hilarious history podcast, about the history of American Firefighting. Specifically, it’s about volunteer firefighting which it all was as first — it’s insane with firefighting companies competing for who gets to the fire first resulting in huge street brawls between rival firefighting companies and houses ignored as they burn down. Street gangs even aligned themselves with various companies.
I highly recommend you check out the podcast as it’s a great example of various factions (even ones that are supposed to be good) aligning with each other and/or fighting each other over turf and loot.
Makes me think that Firefighters should totally be a faction in Blades in the Dark.
This afternoon’s mechanics question: what is the use of Heritage and Background. Based on the actual play videos it seems like a match earned +1d in older versions of the rules, but they don’t seem to actually do anything in v5. In a demo session last night we ended up using them like FATE Aspects: if the player could justify how it was useful they earned +1d. This was satisfying but feels open to abuse. Maybe a way for the GM to leverage Heritage and Background against the character would help.