I’m putting my thoughts together for my first run as a Blades GM, and wanted to ask for a little clarification on…

I’m putting my thoughts together for my first run as a Blades GM, and wanted to ask for a little clarification on…

I’m putting my thoughts together for my first run as a Blades GM, and wanted to ask for a little clarification on “trauma” from the community:

In one of my play sessions, we viewed trauma as “scene death” – When you spent through your stress you dropped from the scene only to show up later, traumatized.  As a player approaching the trauma threshold, i didn’t want to fail the mission and started avoiding stress.

On reading it again, the phrase that a player “may” choose to drop out of the scene stands out.  This makes me think the player could take on an appropriate trauma and balance their stress out to zero, and could stay in the scene unstressed but hindered by a new traumatic injury.

Have your groups played it either or both ways, and which do you prefer?

Also, what are good practices when imposing trauma?  Presumably, any except the final trauma incurred should leave the scoundrel functioning well enough to continue to thrive in the cut-throat streets, so melting all their limbs in acid seems pretty severe.  But a paper cut seems pretty light.  Should the trauma essentially turn into a one die penalty in relevant situations, with appropriate fictional impact?

Does anyone have a cool non-physical trauma to share?  Fear of clowns?  Ghost-magnet?  Insomnia?  How have these affected game play?

thanks!

Blades in the Dark Noir

Blades in the Dark Noir

Blades in the Dark Noir

I found this very inspiring. A funny fact is that they seem to use the same font as Fiasco for the game, making it look like if John had done the Layout 😛

The hounting music, doesnt match the action game feel of blades but i can imagine such would work fine on a real hounted Noir setting.

https://m.youtube.com/watch?v=xtj5eSVgKM4

Finally got to run a session of Blades the other day.

Finally got to run a session of Blades the other day.

Finally got to run a session of Blades the other day. I’ve had great feedback from my players and I had a lot of fun putting on a plethora of questionable Cockney/Scottish accents. I’ll probably do a play report soon, but wanted to get some advice on managing obstacles.

We reached a point where the crew had infiltrated a distillery and needed to secure their way into an office, which was guarded by patrols of thugs. For this I opted for a 6 segment clock – reasonable difficulty but not super hard.

The crew ended up taking 4 action rolls to overcome the obstacle, avoiding any danger each time (6 – 5/4 on controlled).

– 1 Stalk roll to find the pattern of their movements = 2 effect

– 3 Murder rolls to eliminate the guards – 2 effect, then 1, then 4.

They justified every roll as controlled, as they were going slowly and methodically and they had narratively scouted the guards out beforehand with the Stalk roll. However this feels like it may have been a little too straightforward/nice to the players.

As a GM should I feel I probably should have introduced Soft Moves (to use the *World term) to change the scenario at some point and perhaps tried to enforce that going more slowly might lead to more Risky moves the longer they continued the same course there.

How to you handle situations like that? Players avoiding danger but acting with diminished effect for multiple rolls. Are multiple rolls an inherently bad thing?

Am I the onyl one who sees Bloodborne and imidately wanted to add that to a BitD Campaign?

Am I the onyl one who sees Bloodborne and imidately wanted to add that to a BitD Campaign?

Am I the onyl one who sees Bloodborne and imidately wanted to add that to a BitD Campaign?

https://farm6.staticflickr.com/5605/15214512813_ceeccf9510_b.jpg

There’s been talk about how some players are having problems with accomplishing goals in Blades sessions, and PCs…

There’s been talk about how some players are having problems with accomplishing goals in Blades sessions, and PCs…

There’s been talk about how some players are having problems with accomplishing goals in Blades sessions, and PCs getting stressed out too quickly.

I’ve found both in games I’ve ran and games I’ve played in, that how you avoid this problem, and adjust the feeling of power to the level desired by the people at your table, is by reducing the number of effect segments required to do things, and not being a slave to the number of clocks on the table.  You don’t always need to fill them all!  Try making a lot of the obstacles not actually have clocks, effectively clock size 1, (skip effect roll)

Another big aspect is that there’s actually and invisible 4th position to the right of Controlled.  You could call it “You Win.”  The positions in BitD are literally a way to adding mechanics to narrative positioning, how well you’re set up in the fiction to accomplish something.  A lot of the time your players have made a great plan, or are trying to do something that is effectively trivial, (or you don’t want to slow the game down spending too much time on it…) in those cases, when you can’t think of a danger use the “You Win” position, skip straight to effect.  (and a lot of those situations would be 1 segment clocks anyway)

What gang types do we know are going to be in Blades in the Dark?

What gang types do we know are going to be in Blades in the Dark?

What gang types do we know are going to be in Blades in the Dark?

Thieves (in the quickstart)

Hawkers (draft available somewhere)

Cultists (draft available somewhere)

Vigilantes

Bluecoats (a supplement)

Assassins

Breakers

Smugglers

Am I missing any?

I’m doing NPC downtime tonight for one the two Blades games I’m running & it’s got me thinking about the Bluecoats.

I’m doing NPC downtime tonight for one the two Blades games I’m running & it’s got me thinking about the Bluecoats.

I’m doing NPC downtime tonight for one the two Blades games I’m running & it’s got me thinking about the Bluecoats.

Even if Duskwall is on the sparse end of the population bell curve we’re guessing, the number of watch/patrol people they could theoretically field against any one gang is daunting.

To balance this out, the amount of intercity ward rivalry and/or corruption must be staggering.

That or the Bluecoats are a very special kind of Tier III faction…

That or the thought exercise tells us more about the kind of power a Tier III faction might be able to wield within the city within their “area of influence.” Maybe the PCs need to be pretty careful about getting on the wrong side of groups like The Unseen, The Spirit Wardens or the Church of the Ecstasy of the Flesh anytime in the first dozen sessions of any given Blades campaign.

Which has me thinking about the Duskwall Council & the potential muscle behind the Skovlander Refugees.

No great insights. Just procrastinating.  Back to the lonely fun of what prep Blades allows…

Might get to run my first playtest of the QS tonight.  Quick question about items:  Are all items in the ‘grey’…

Might get to run my first playtest of the QS tonight.  Quick question about items:  Are all items in the ‘grey’…

Might get to run my first playtest of the QS tonight.  Quick question about items:  Are all items in the ‘grey’ section of the character sheet also owned by every PC, to be gathered up for a score as needed?  Or are those items that need to be rolled to obtain on a temporary basis?

Just curious if every PC is supposed to be walking around with several Fine items in pocket from the beginning of the game.

Teamwork question…

Teamwork question…

Teamwork question…

In the Quickstart it says to only change who’s on point  after a special teamwork move is used (Lead, Overcome, Setup). It also says you have access to normal rolls while you’re on point. This seems to imply you could take multiple normal rolls without changing who’s on point Is this correct?

I think I have been getting my players to change after each action, whether it was a special move or not. To be honest normal rolls are much more common for our group than teamwork rolls. It feels like point should change after each action, but I’m just a bit stumped by this rule.

After I looked at the Special Abilities of the Group Sheets, I saw that Thieves, Hawkers and Cults have as Elite…

After I looked at the Special Abilities of the Group Sheets, I saw that Thieves, Hawkers and Cults have as Elite…

After I looked at the Special Abilities of the Group Sheets, I saw that Thieves, Hawkers and Cults have as Elite gangs three of the six gangs: Shadows, Rooks and Adepts, respectively.

So I think there will be three more Group sheets for the other three gangs of Killers, Thugs and Rovers, won’t they?