There is lovely map of Duskwall in the QS, and there is also a list of districts.

There is lovely map of Duskwall in the QS, and there is also a list of districts.

There is lovely map of Duskwall in the QS, and there is also a list of districts. In there anywhere that points out which of those districts is where? I assume there will be in the final product, and if that answer is “wait until then” that’s fine, I can just make it up.

I’m curious how other people are handling injuries in the game.

I’m curious how other people are handling injuries in the game.

I’m curious how other people are handling injuries in the game. I know it’s something my players have complained about a few times since level 2 harm carries a pretty serious penalty and since the new character sheets seem to imply that a healing project is 8 segments, it’s pretty much guaranteed that they’ll carry a wound through at least a few jobs.

I mean, I’ve told them to stop fighting people who have swords and guns if they don’t want to get shot or stabbed but…

So, is level 2 harm supposed to be a big deal? Am I handing out too many wounds? I mean, it seems pretty logical to me that if you get in a knife fight with a guy and roll a consequence, you’re going to get cut up.

I guess, as long as you’re not in a desperate situation you can always step that wound down to level 1, so maybe the issue is just a disconnect between me and the players about just how badass their characters are?

Okay, some things in the quickstart get me thinking to something I would be glad to find in a sourcebook.

Okay, some things in the quickstart get me thinking to something I would be glad to find in a sourcebook.

Okay, some things in the quickstart get me thinking to something I would be glad to find in a sourcebook. 

On the GM reference there is these great list of names, locations, city descriptor… and in the QS3 we had the instances.

Now, what I do (when I have the time to plan ahead of a roleplaying session), is I write:

-a list of typical names from where the action takes place.

-characters descriptors of the inhabitant (blond, bare chest, bearded, strong jawed…)

-and so on, with architectural features, color, sound, animals, essences of wood, landsmark…

Then, during play, whenever I need to add flavor, I just jump back to my descriptors, pick one and add it to the narration.

Since this is, as I said, almost done in the QS, I was hoping that in the final product (probably in a supplement), we will have this kind of help for the different city location, other gangs’ lairs etc.

Am i dreaming?

 

Release date – as someone very interested in the final product, i can read from different messages here and there…

Release date – as someone very interested in the final product, i can read from different messages here and there…

Release date – as someone very interested in the final product, i can read from different messages here and there that:

– the final core book will be around 200 pages

– the original release date was november 2015. Is there anything known about a new release date…?

Thanks already for the quick update!

Prepping for my game tonight I was going through the v5 QS and noticed that while the Spider has been added to the…

Prepping for my game tonight I was going through the v5 QS and noticed that while the Spider has been added to the…

Prepping for my game tonight I was going through the v5 QS and noticed that while the Spider has been added to the playbook options there is no Spider Connection on p48 Scores.

Is this something for the next update or something intentional?

So I’m 6 sessions into running Blades in the Dark with my group, and so far it’s been really great.

So I’m 6 sessions into running Blades in the Dark with my group, and so far it’s been really great.

So I’m 6 sessions into running Blades in the Dark with my group, and so far it’s been really great.

However, I find myself really struggling with Social and Deception plans. These seem to be the easiest to devolve into endless planning and going over every possible contingency.

I’d really love to hear other people’s stories and experiences with Deception and Social plans and how they worked out in your games.

Thanks!

The Thief crew special ability ‘Everyone Steals’ currently only allows you to raise an ability from 0 to 1.

The Thief crew special ability ‘Everyone Steals’ currently only allows you to raise an ability from 0 to 1.

The Thief crew special ability ‘Everyone Steals’ currently only allows you to raise an ability from 0 to 1. This means that it is basically at its most advantageous during character/crew creation, because people can avoid ‘losing’ the benefit of Everyone Steals.

For example, the Lurk starts with 2 of the 3 abilities listed in Everyone Steals (Prowl and Finesse), meaning the only way a Lurk can hope to benefit from Everyone Steals, is to leave Tinker empty until the crew takes it.

This is a little finicky and I think encourages min-maxing in a way that doesn’t feel appropriate for the game, in my opinion.

I’d recommend changing it from raising abilities from 0-1, to instead giving +1 to your lowest ability rating (to a maximum of 3). So if you have a 0, you must raise that to 1. If you have 1 Finesse, 1 in Tinker, and 2 in Prowl, then you must raise either Finesse or Tinker, and cannot raise Prowl.

Just a thought.

My group was discussing the ‘Hidden’ lair trait.

My group was discussing the ‘Hidden’ lair trait.

My group was discussing the ‘Hidden’ lair trait. In the QS there isn’t really a description of how this mechanically works in the game, so a couple of points/questions;

1) We were thinking that this would present itself as an Effect limiter on efforts of NPCs in finding the lair. They can’t engage the lair in any way until they find it, and finding it is harder than it would be for other lairs. Are there any other ways this might manifest in the game?

2) Does this only work once? If the lair is found, it is hard to imagine it really maintaining a ‘Hidden’ status, at the very least with the faction that has discovered the lair, and they might be willing to share that information with other factions. So what are some options here? You could simply make the Hidden feature no longer apply to factions that have individually overcome the Hidden feature. You could also remove Hidden from the sheet and force the crew to re-buy it if they can justify in in the fiction, or ‘suspend’ the Hidden feature until the crew has satisfactorily hidden themselves again (basically a free rebuy)

Thoughts?