Our first session (using QS v2; where is v3?

Our first session (using QS v2; where is v3?

Our first session (using QS v2; where is v3? I’m seeing mention of v3 here, but not on the Kickstarter updates) was tonight. A Lurk, a Hound, and a Whisper. I think the most difficult aspect of our game was finding a way into the narrative. In part because we were parsing and struggling with the mechanics, but also because they chose the Deception Plan for Bazso’s job.

Detail the method of deception: they determined that they were going to frame the Lampblack ally The Fog Hounds with the Red Sash heist, and arrange for the Red Sash ally the Inspectors to catch those clues and make the frame stick. I determined that because they chose the Deception Plan, we weren’t dealing with the Infiltration or the making off with the loot, just the framing. The resulting experience was that we really struggled with the creation of Scene. (An Infiltration Scene seems well known, as does an Assault Scene. But Deception, Occult, and Social scenes seemed more tricky to envision for us.)

I set up three Clocks: Successful Disguise (4-segments), setting up the Witnesses (8-segments), and securing the Loot (6-segments).

The Hound took point on Disguise, saying they were going to Murder some Fog Hounds and take their clothes and gear. The Danger for the Risky move was that they’d be seen and tracked. The effect roll beat the Disguise Clock and the player took 4 Stress to avoid the danger.

The Whisper monitored the comings and goings outside of the place where the Red Sash treasury was stashed, studying the traffic/activity of the Fog Hounds and Inspectors in the area, setting up the Lurk. It was a Controlled action.

The Lurk decided to case/structure a route that would capitalize on the Whispers’s observation. I made it a Desperate move, b/c of the Red Sash defenses. Things went badly, and the Lurk took stress to avoid being captured by the Red Sashes, ducking into a vent in the building. Instead of abandoning the approach, he continued. He managed to case/structure a route, but had to avoid getting captured again. The Whisper intervened, taking two Stress for the Lurk, getting pummeled for bumbling in the way and interfering with their capture of the Lurk, who got away.

The Whisper then did a Flashback to when he forged a note detailing a plan to lift the treasury. A Controlled move, he succeeded without danger or obstacle. 

The Hound then did a flashback of planting the note with the plan on an Inspector by slipping it into the Inspector’s pocket while he frequented a favorite brothel.It had a small Effect.

Finally, the Lurk did a Risky move to Deceive a Fog Hound into being in the wrong place at the wrong time, running the danger of tipping the Fog Hounds off that something was up. He overreached and critted on the Effect roll, overcoming the Witnesses Clock. By this point, lots of Stress has been distributed, as they had all worked to avoid consequences.

We have a bunch of mechanics questions (the main one of which I’ve since found — ‘how do you conduct Leading a Group Action when the people in the squad lack any pips in the relevant Action?’). But the main issue was that the entire sequence was talked through without any sense of place, other people, or objects. It was almost entirely a mechanical endeavor, though we embellished a bit on how specifically the Actions, Effects, and Resistances took place. We just never had a good picture of the descriptive elements, even as we built out the larger relationships.

Does marrying a descriptive narrative to the mechanics get easier over repeated play sessions?

Does each claim count as +1 hold and its stated benefit? I see mixed signals.

Does each claim count as +1 hold and its stated benefit? I see mixed signals.

Does each claim count as +1 hold and its stated benefit? I see mixed signals.

The last sentence of the “Seizing A Claim” section on pg 7 makes me think that yes, you get 1 hold for every new claim, and some (like turf) grant additional hold on top of that.

However, the description of claims on pg 6 says “some claims are worth hold (1-4)” which might imply that only those claims that specifically list hold are worth any hold.

Still yet, under “Losing a Claim” it says you lose the benefits of that claim, but doesn’t mention losing 1 hold (like it does for the targeted faction when you seize a claim from them).

I am guessing each claim is worth just its stated benefit since (at least as I read it), you only need 8 hold for Tier 2, 12 for Tier 3, and 16 for Tier 4. I would maybe expect more like 6 times the next tier level rather than 4 times, since at 4 times, if the Thieves control every claim that grants hold (which would take a minimum of 10 scores without retaliation), they would have 17 hold, which is enough to be eligible for Tier 4 even without any Rep.

By the way, I made a mock-up claims map for Cult crews. I’ll try to post it after we use it in play tonight.

I am in an odd position for my game tonight.

I am in an odd position for my game tonight.

I am in an odd position for my game tonight. I know two heist-like activities they’ll be doing. One is an enemy getting revenge that we found out about during the entanglement roll last time. The other is a down time project that will reach fruition next cycle, it only has 1 segment left.

So… I am in a position to actually PLAN A SESSION of this game. That’s just… weird.

I have some great stuff lined up for them, though. =)

Hi guys, I kickstarted this game a while back because I really liked the world.

Hi guys, I kickstarted this game a while back because I really liked the world.

Hi guys, I kickstarted this game a while back because I really liked the world. I didn’t spend too much time considering I just sort of went with it. Now I checked it out again and thought that I’d like to test the quickplay thingie. I started reading it but found it hard to picture everything because I felt I didn’t really know the world. So my question is, are there some chunks of lore somewhere to be read that I’ve completely missed? Sorry if this has been asked before.

Question about v3 draft playbook advance ticks.

Question about v3 draft playbook advance ticks.

Question about v3 draft playbook advance ticks. The Cutter has 8 playbook advancement tickboxes but the other playbooks only have 6 (and the advancement page still says 6).

Given that triggers are broader, so more easy to hit, but now cap out at 2 ticks per trigger per session, I’m torn whether I’d think it should be 6 or 8. I’m running tonight and will likely stick with 6 unless I hear differently.

FYI: I just added Brent Newhall’s score generator and  Bryon Kershaw’s NPC generator to the pins for the community.

FYI: I just added Brent Newhall’s score generator and  Bryon Kershaw’s NPC generator to the pins for the community.

FYI: I just added Brent Newhall’s score generator and  Bryon Kershaw’s NPC generator to the pins for the community. Great work, guys!

I’m running Blades in the Dark tonight, and we won’t have a new integrated quickstart.

I’m running Blades in the Dark tonight, and we won’t have a new integrated quickstart.

I’m running Blades in the Dark tonight, and we won’t have a new integrated quickstart. So, today I’ll need to nail down how I’m going to handle filling in segments, and make sure I’ve got my head on straight on the changes. I think my best bet is to print off the old one and the new partial one and go through and replace pages.

Or, I can check with my players. if they haven’t updated their characters yet, I may just go with the older rule set.

I hope we get a thought-through integrated quickstart update before my next game after this one, on the 18th.

Anyone really interested in how PC Rail Jacks will work in Blades in the Dark?

Anyone really interested in how PC Rail Jacks will work in Blades in the Dark?

Anyone really interested in how PC Rail Jacks will work in Blades in the Dark? I’ve been re-reading Mr. Harper’s Ghost Lines rules. Anyone run that at some point previously? No skills, unlike BitD, and the special moves you get are around your Rail Jack gear. Page four could be useful for anyone running BitD, as it gets into rumors and city-level events. 

Rail jacks are specifically mentioned as NPCs that don’t get fazed by ghosts, in BitD. Whereas in the Ghost Lines rules they’re taking a hit of trauma, but obviously still able to work. Will be interesting to see how that maps, and how Train Jobs and Side Work map onto the scoundrel’s Heists.

That gear list really implies that rail jacks are always immediately identifiable, when suited up. I imagine some fairly traumatized ones staying in their gear all the time, just in case.

http://www.onesevendesign.com/ghostlines/

My wife and I recently finished watching Arrow — and a lot of the way through I kept thinking it would be a good…

My wife and I recently finished watching Arrow — and a lot of the way through I kept thinking it would be a good…

My wife and I recently finished watching Arrow — and a lot of the way through I kept thinking it would be a good model for a BitD game with a vigilante crew. I’d probably lift the hit-list setup directly. Give the players a page full of names with no other information and go from there.

The main episode format, especially earlier in the series, is not the standard superhero “X is happening, let’s go and stop it” but “X is vulnerable, let’s go get them”. Which fits the scores framework rather better.

What are some other vigilante-ish stories that follow the same kind of structure? A lot of Robin Hood tales do, to follow the mysterious-archer vein.

Did the version of the QS with the Effect sheet get released?

Did the version of the QS with the Effect sheet get released?

Did the version of the QS with the Effect sheet get released? I’m not sure whether I have the most current version and I’m supposed to be running a game tonight.

Man, twenty-six posts since I just recently check this community. Hard to keep up with all the rogues around here.